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.
Gnoll
Darkvision 60 ft., Passive Perception 10
Gnoll
Traits
Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.
Goat
Passive Perception 10
--
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 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 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.
Goblin
Stealth +6
Darkvision 60 ft., Passive Perception 9
Common, Goblin
Traits
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Gold Dragon Wyrmling
DEX +4, CON +5, WIS +2, CHA +5
Perception +4, Stealth +4
Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14
Draconic
Traits
Amphibious: The dragon can breathe air and water.
Gorgon
Perception +4
Darkvision 60 ft., Passive Perception 14
--
Traits
Trampling Charge. If the gorgon 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 16 Strength saving throw or be knocked prone. If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action.
Gray Ooze
Stealth +2
Blindsight 60 ft., Passive Perception 8
--
Traits
Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
Corrode Metal. Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage.
The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.
Green Dragon Wyrmling
DEX +3, CON +3, WIS +2, CHA +3
Perception +4, Stealth +3
Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14
Draconic
Traits
Amphibious. The dragon can breathe air and water.
Green Hag
Arcana +3, Deception +4, Perception +4, Stealth +3
Darkvision 60 ft., Passive Perception 14
Common, Draconic, Sylvan
Traits
Amphibious. The hag can breathe air and water.
Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components:
At will: dancing lights, minor illusion, vicious mockery
Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.
Grick
Darkvision 60 ft., Passive Perception 12
--
Traits
Stone Camouflage. The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Griffon
Perception +5
Darkvision 60 ft., Passive Perception 15
--
Traits
Keen Sight. The griffon has advantage on Wisdom (Perception) checks that rely on sight.
Grimlock
Athletics +5, Perception +3, Stealth +3
Blindsight 30 ft., Passive Perception 13
Undercommon
Traits
Blind Senses. The grimlock can't use its blindsight while deafened and unable to smell.
Keen Hearing and Smell. The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Stone Camouflage. The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Guard
Perception +2
Passive Perception 12
Any one language (usually Common)
Traits
Guardian Naga
DEX +8, CON +7, INT +7, WIS +8, CHA +8
Darkvision 60 ft., Passive Perception 14
Celestial, Common
Traits
Rejuvenation. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.
Spellcasting. The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared:
Cantrips (at will): mending, sacred flame, thaumaturgy
1st level (4 slots): command, cure wounds, shield of faith
2nd level (3 slots): calm emotions, hold person
3rd level (3 slots): bestow curse, clairvoyance
4th level (3 slots): banishment, freedom of movement
5th level (2 slots): flame strike, geas
6th level (1 slot): true seeing
Gynosphinx
Arcana +12, History +12, Perception +8, Religion +8
Truesight 120 ft., Passive Perception 18
Common, Sphinx
Traits
Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.
Magic Weapons. The sphinx's weapon attacks are magical.
Spellcasting. The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, prestidigitation
1st level (4 slots): detect magic, identify, shield
2nd level (3 slots): darkness, locate object, suggestion
3rd level (3 slots): dispel magic, remove curse, tongues
4th level (3 slots): banishment, greater invisibility
5th level (1 slot): legend lore
Half-Red Dragon Veteran
Athletics +5, Perception +2
Blindsight 10 ft., Darkvision 60 ft., Passive Perception 12
Common, Draconic
Traits
Harpy
Passive Perception 10
Common
Traits
Hawk
Perception +4
Passive Perception 14
--
Traits
Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight.
Hell Hound
Perception +5
Darkvision 60 ft., Passive Perception 15
Understands Infernal but can't speak it
Traits
Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated.
Hezrou
STR +7, CON +8, WIS +4
Darkvision 120 ft., Passive Perception 11
Abyssal, Telepathy 120 ft.
Traits
Magic Resistance. The hezrou has advantage on saving throws against spells and other magical effects.
Stench. Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours.
Hill Giant
Perception +2
Passive Perception 12
Giant
Traits
Hippogriff
Perception +5
Passive Perception 15
--
Traits
Keen Sight. The hippogriff has advantage on Wisdom (Perception) checks that rely on sight.
Hobgoblin
Darkvision 60 ft., Passive Perception 10
Common, Goblin
Traits
Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.
Homunculus
Darkvision 60 ft., Passive Perception 10
Understands the languages of its creator but can't speak
Traits
Telepathic Bond. While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.
Horned Devil
STR +10, DEX +7, WIS +7, CHA +7
Darkvision 120 ft., Passive Perception 13
Infernal, Telepathy 120 ft.
Traits
Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Hunter Shark
Perception +2
Blindsight 30 ft., Passive Perception 12
--
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.