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.
Giant Crocodile
Stealth +5
Passive Perception 10
--
Traits
Hold Breath. The crocodile can hold its breath for 30 minutes.
Giant Eagle
Perception +4
Passive Perception 14
Giant Eagle understands Common and Auran but can't speak them
Traits
Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.
Giant Elk
Perception +4
Passive Perception 14
Elvish, Giant Elk and Sylvan but can't speak them
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 14 Strength saving throw or be knocked prone.
Giant Fire Beetle
Blindsight 30 ft., Passive Perception 8
--
Traits
Illumination. The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Giant Fly
darkvision 60 ft., passive Perception 10
--
Traits
Giant Frog
Perception +2, Stealth +3
Darkvision 30 ft., Passive Perception 12
--
Traits
Amphibious. The frog can breathe air and water.
Standing Leap. The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Giant Goat
Passive Perception 11
--
Traits
Charge. If the goat 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 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Giant Hyena
Perception +3
Passive Perception 13
--
Traits
Rampage. When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack.
Giant Lizard
Darkvision 30 ft., Passive Perception 10
--
Traits
Giant Octopus
Perception +4, Stealth +5
Darkvision 60 ft., Passive Perception 14
--
Traits
Hold Breath. While out of water, the octopus can hold its breath for 1 hour.
Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing. The octopus can breathe only underwater.
Giant Owl
Perception +5, Stealth +4
Darkvision 120 ft., Passive Perception 15
Elvish, Giant Owl and Sylvan but can't speak them
Traits
Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Giant Poisonous Snake
Perception +2
Blindsight 10 ft., Passive Perception 12
--
Traits
Giant Rat
Darkvision 60 ft., Passive Perception 10
--
Traits
Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated.
Giant Scorpion
Blindsight 60 ft., Passive Perception 9
--
Traits
Giant Sea Horse
Passive Perception 11
--
Traits
Charge. If the sea horse 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) bludgeoning damage. It the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Water Breathing. The sea horse can breathe only underwater.
Giant Shark
Perception +3
Blindsight 60 ft., Passive Perception 13
--
Traits
Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Water Breathing. The shark can breathe only underwater.
Giant Spider
Stealth +7
Blindsight 10 ft., Darkvision 60 ft., Passive Perception 10
--
Traits
Spider Climb. The spider 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 spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
Giant Toad
Darkvision 30 ft., Passive Perception 10
--
Traits
Amphibious. The toad can breathe air and water.
Standing Leap. The toad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Giant Vulture
Perception +3
Passive Perception 13
Understands Common but can't speak it
Traits
Keen Sight and Smell. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.
Pack Tactics. The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't incapacitated.
Giant Wasp
Passive Perception 10
--
Traits
Giant Weasel
Perception +3, Stealth +5
Darkvision 60 ft., Passive Perception 13
--
Traits
Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Giant Wolf Spider
Perception +3, Stealth +7
Blindsight 10 ft., Darkvision 60 ft., Passive Perception 13
--
Traits
Spider Climb. The spider 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 spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
Gibbering Mouther
Darkvision 60 ft., Passive Perception 10
--
Traits
Aberrant Ground. The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.
Gibbering. The mouther babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.
Glabrezu
STR +9, CON +9, WIS +7, CHA +7
Truesight 120 ft., Passive Perception 13
Abyssal, Telepathy 120 ft.
Traits
Innate Spellcasting. The glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components:
At will: darkness, detect magic, dispel magic
1/day each: confusion, fly, power word stun
Magic Resistance. The glabrezu has advantage on saving throws against spells and other magical effects.
Gladiator
STR +7, DEX +5, CON +6
Athletics +10, Intimidation +5
Passive Perception 11
Any one language (usually Common)
Traits
Brave. The gladiator has advantage on saving throws against being frightened.
Brute. A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).