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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Gnoll

Medium
humanoid
,
chaotic evil
Challenge
2-Jan
(100 XP)
Armor Class:
15 (Hide Armor, Shield)
Hit Points:
22
(5d8)
STR
14
(+2)
DEX
12
(+1)
CON
11
(+0)
INT
6
(-2)
WIS
10
(+0)
CHA
7
(-2)
Speed:
30 ft.
Saving Throws:
Skills:
Senses:

Darkvision 60 ft., Passive Perception 10

Languages:

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.

See the full stat block here

Goat

Medium
beast
,
unaligned
Challenge
0
(10 XP)
Armor Class:
10
Hit Points:
4
(1d8)
STR
12
(+1)
DEX
10
(+0)
CON
11
(+0)
INT
2
(-4)
WIS
10
(+0)
CHA
5
(-3)
Speed:
40 ft.
Saving Throws:
Skills:
Senses:

Passive Perception 10

Languages:

--

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.

See the full stat block here

Goblin

Small
humanoid
,
neutral evil
Challenge
4-Jan
(50 XP)
Armor Class:
15 (Leather Armor, Shield)
Hit Points:
7
(2d6)
STR
8
(-1)
DEX
14
(+2)
CON
10
(+0)
INT
10
(+0)
WIS
8
(-1)
CHA
8
(-1)
Speed:
30 ft.
Saving Throws:
Skills:

Stealth +6

Senses:

Darkvision 60 ft., Passive Perception 9

Languages:

Common, Goblin

Traits

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

See the full stat block here

Gold Dragon Wyrmling

Medium
dragon
,
lawful good
Challenge
3
(700 XP)
Armor Class:
17 Natural Armor
Hit Points:
60
(8d8 + 24)
STR
19
(+4)
DEX
14
(+2)
CON
17
(+3)
INT
14
(+2)
WIS
11
(+0)
CHA
16
(+3)
Speed:
30 ft., fly 60 ft., swim 30 ft.
Saving Throws:

DEX +4, CON +5, WIS +2, CHA +5

Skills:

Perception +4, Stealth +4

Senses:

Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14

Languages:

Draconic

Traits

Amphibious: The dragon can breathe air and water.

See the full stat block here

Gorgon

Large
monstrosity
,
unaligned
Challenge
5
(1,800 XP)
Armor Class:
19 (Natural Armor)
Hit Points:
114
(12d10 + 48)
STR
20
(+5)
DEX
11
(+0)
CON
18
(+4)
INT
2
(-4)
WIS
12
(+1)
CHA
7
(-2)
Speed:
40 ft.
Saving Throws:
Skills:

Perception +4

Senses:

Darkvision 60 ft., Passive Perception 14

Languages:

--

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.

See the full stat block here

Gray Ooze

Medium
ooze
,
unaligned
Challenge
2-Jan
(100 XP)
Armor Class:
8
Hit Points:
22
(3d8 + 9)
STR
12
(+1)
DEX
6
(-2)
CON
16
(+3)
INT
1
(-5)
WIS
6
(-2)
CHA
2
(-4)
Speed:
10 ft., climb 10 ft.
Saving Throws:
Skills:

Stealth +2

Senses:

Blindsight 60 ft., Passive Perception 8

Languages:

--

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.

See the full stat block here

Green Dragon Wyrmling

Medium
dragon
,
lawful evil
Challenge
2
(450 XP)
Armor Class:
17 (Natural Armor)
Hit Points:
38
(7d8 + 7)
STR
15
(+2)
DEX
12
(+1)
CON
13
(+1)
INT
14
(+2)
WIS
11
(+0)
CHA
13
(+1)
Speed:
30 ft., fly 60 ft., swim 30 ft.
Saving Throws:

DEX +3, CON +3, WIS +2, CHA +3

Skills:

Perception +4, Stealth +3

Senses:

Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14

Languages:

Draconic

Traits

Amphibious. The dragon can breathe air and water.

See the full stat block here

Green Hag

Medium
fey
,
neutral evil
Challenge
3
(700 XP)
Armor Class:
17 (Natural Armor)
Hit Points:
82
(11d8 + 33)
STR
18
(+4)
DEX
12
(+1)
CON
16
(+3)
INT
13
(+1)
WIS
14
(+2)
CHA
14
(+2)
Speed:
30 ft.
Saving Throws:
Skills:

Arcana +3, Deception +4, Perception +4, Stealth +3

Senses:

Darkvision 60 ft., Passive Perception 14

Languages:

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.

See the full stat block here

Grick

Medium
monstrosity
,
neutral
Challenge
2
(450 XP)
Armor Class:
14 (Natural Armor)
Hit Points:
27
(6d8)
STR
14
(+2)
DEX
14
(+2)
CON
11
(+0)
INT
3
(-4)
WIS
14
(+2)
CHA
5
(-3)
Speed:
30 ft., climb 30 ft.
Saving Throws:
Skills:
Senses:

Darkvision 60 ft., Passive Perception 12

Languages:

--

Traits

Stone Camouflage. The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

See the full stat block here

Griffon

Large
monstrosity
,
unaligned
Challenge
2
(450 XP)
Armor Class:
12
Hit Points:
59
(7d10 + 21)
STR
18
(+4)
DEX
15
(+2)
CON
16
(+3)
INT
2
(-4)
WIS
13
(+1)
CHA
8
(-1)
Speed:
30 ft., fly 80 ft.
Saving Throws:
Skills:

Perception +5

Senses:

Darkvision 60 ft., Passive Perception 15

Languages:

--

Traits

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

See the full stat block here

Grimlock

Medium
humanoid
,
neutral evil
Challenge
4-Jan
(50 XP)
Armor Class:
11
Hit Points:
11
(2d8 + 2)
STR
16
(+3)
DEX
12
(+1)
CON
12
(+1)
INT
9
(-1)
WIS
8
(-1)
CHA
6
(-2)
Speed:
30 ft.
Saving Throws:
Skills:

Athletics +5, Perception +3, Stealth +3

Senses:

Blindsight 30 ft., Passive Perception 13

Languages:

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.

See the full stat block here

Guard

Medium
humanoid
,
any
Challenge
8-Jan
(25 XP)
Armor Class:
16 (Chain Shirt, Shield)
Hit Points:
11
(2d8 + 2)
STR
13
(+1)
DEX
12
(+1)
CON
12
(+1)
INT
10
(+0)
WIS
11
(+0)
CHA
10
(+0)
Speed:
30 ft.
Saving Throws:
Skills:

Perception +2

Senses:

Passive Perception 12

Languages:

Any one language (usually Common)

Traits

See the full stat block here

Guardian Naga

Large
monstrosity
,
lawful good
Challenge
10
(5,900 XP)
Armor Class:
18 (Natural Armor)
Hit Points:
127
(15d10 + 45)
STR
19
(+4)
DEX
18
(+4)
CON
16
(+3)
INT
16
(+3)
WIS
19
(+4)
CHA
18
(+4)
Speed:
40 ft.
Saving Throws:

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

Skills:
Senses:

Darkvision 60 ft., Passive Perception 14

Languages:

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

See the full stat block here

Gynosphinx

Large
monstrosity
,
lawful neutral
Challenge
11
(7,200 XP)
Armor Class:
17 (Natural Armor)
Hit Points:
136
(16d10 + 48)
STR
18
(+4)
DEX
15
(+2)
CON
16
(+3)
INT
18
(+4)
WIS
18
(+4)
CHA
18
(+4)
Speed:
40 ft., fly 60 ft.
Saving Throws:
Skills:

Arcana +12, History +12, Perception +8, Religion +8

Senses:

Truesight 120 ft., Passive Perception 18

Languages:

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

See the full stat block here

Half-Red Dragon Veteran

Medium
humanoid
,
any
Challenge
5
(1,800 XP)
Armor Class:
18 (Plate)
Hit Points:
65
(10d8 + 20)
STR
16
(+3)
DEX
13
(+1)
CON
14
(+2)
INT
10
(+0)
WIS
11
(+0)
CHA
10
(+0)
Speed:
30 ft.
Saving Throws:
Skills:

Athletics +5, Perception +2

Senses:

Blindsight 10 ft., Darkvision 60 ft., Passive Perception 12

Languages:

Common, Draconic

Traits

See the full stat block here

Harpy

Medium
monstrosity
,
chaotic evil
Challenge
1
(200 XP)
Armor Class:
11
Hit Points:
38
(7d8 + 7)
STR
12
(+1)
DEX
13
(+1)
CON
12
(+1)
INT
7
(-2)
WIS
10
(+0)
CHA
13
(+1)
Speed:
20 ft., fly 40 ft.
Saving Throws:
Skills:
Senses:

Passive Perception 10

Languages:

Common

Traits

See the full stat block here

Hawk

Tiny
beast
,
unaligned
Challenge
0
(10 XP)
Armor Class:
13
Hit Points:
1
(1d4 - 1)
STR
5
(-3)
DEX
16
(+3)
CON
8
(-1)
INT
2
(-4)
WIS
14
(+2)
CHA
6
(-2)
Speed:
10 ft., fly 60 ft.
Saving Throws:
Skills:

Perception +4

Senses:

Passive Perception 14

Languages:

--

Traits

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

See the full stat block here

Hell Hound

Medium
fiend
,
lawful evil
Challenge
3
(700 XP)
Armor Class:
15 (Natural Armor)
Hit Points:
45
(7d8 + 14)
STR
17
(+3)
DEX
12
(+1)
CON
14
(+2)
INT
6
(-2)
WIS
13
(+1)
CHA
6
(-2)
Speed:
50 ft.
Saving Throws:
Skills:

Perception +5

Senses:

Darkvision 60 ft., Passive Perception 15

Languages:

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.

See the full stat block here

Hezrou

Large
fiend
,
chaotic evil
Challenge
8
(3,900 XP)
Armor Class:
16 (Natural Armor)
Hit Points:
136
(13d10 + 65)
STR
19
(+4)
DEX
17
(+3)
CON
20
(+5)
INT
5
(-3)
WIS
12
(+1)
CHA
13
(+1)
Speed:
30 ft.
Saving Throws:

STR +7, CON +8, WIS +4

Skills:
Senses:

Darkvision 120 ft., Passive Perception 11

Languages:

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.

See the full stat block here

Hill Giant

Huge
giant
,
chaotic evil
Challenge
5
(1,800 XP)
Armor Class:
13 (Natural Armor)
Hit Points:
105
(10d12 + 40)
STR
21
(+5)
DEX
8
(-1)
CON
19
(+4)
INT
5
(-3)
WIS
9
(-1)
CHA
6
(-2)
Speed:
40 ft.
Saving Throws:
Skills:

Perception +2

Senses:

Passive Perception 12

Languages:

Giant

Traits

See the full stat block here

Hippogriff

Large
monstrosity
,
unaligned
Challenge
1
(200 XP)
Armor Class:
11
Hit Points:
19
(3d10 + 3)
STR
17
(+3)
DEX
13
(+1)
CON
13
(+1)
INT
2
(-4)
WIS
12
(+1)
CHA
8
(-1)
Speed:
40 ft., fly 60 ft.
Saving Throws:
Skills:

Perception +5

Senses:

Passive Perception 15

Languages:

--

Traits

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

See the full stat block here

Hobgoblin

Medium
humanoid
,
lawful evil
Challenge
2-Jan
(100 XP)
Armor Class:
18 (Chain Mail, Shield)
Hit Points:
11
(2d8 + 2)
STR
13
(+1)
DEX
12
(+1)
CON
12
(+1)
INT
10
(+0)
WIS
10
(+0)
CHA
9
(-1)
Speed:
30 ft.
Saving Throws:
Skills:
Senses:

Darkvision 60 ft., Passive Perception 10

Languages:

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.

See the full stat block here

Homunculus

Tiny
construct
,
neutral
Challenge
0
(10 XP)
Armor Class:
13 (Natural Armor)
Hit Points:
5
(2d4)
STR
4
(-3)
DEX
15
(+2)
CON
11
(+0)
INT
10
(+0)
WIS
10
(+0)
CHA
7
(-2)
Speed:
20 ft., fly 40 ft.
Saving Throws:
Skills:
Senses:

Darkvision 60 ft., Passive Perception 10

Languages:

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.

See the full stat block here

Horned Devil

Large
fiend
,
lawful evil
Challenge
11
(7,200 XP)
Armor Class:
18 (Natural Armor)
Hit Points:
148
(17d10 + 55)
STR
22
(+6)
DEX
17
(+3)
CON
21
(+5)
INT
12
(+1)
WIS
16
(+3)
CHA
17
(+3)
Speed:
20 ft., fly 60 ft.
Saving Throws:

STR +10, DEX +7, WIS +7, CHA +7

Skills:
Senses:

Darkvision 120 ft., Passive Perception 13

Languages:

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.

See the full stat block here

Hunter Shark

Large
beast
,
unaligned
Challenge
2
(450 XP)
Armor Class:
12 (Natural Armor)
Hit Points:
45
(6d10 + 12)
STR
18
(+4)
DEX
13
(+1)
CON
15
(+2)
INT
1
(-5)
WIS
10
(+0)
CHA
4
(-3)
Speed:
0 ft., swim 40 ft.
Saving Throws:
Skills:

Perception +2

Senses:

Blindsight 30 ft., Passive Perception 12

Languages:

--

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.

See the full stat block here
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