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.
Hydra
Perception +6
Darkvision 60 ft., Passive Perception 16
--
Traits
Hold Breath. The hydra can hold its breath for 1 hour.
Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.
At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.
Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Wakeful. While the hydra sleeps, at least one of its heads is awake.
Hyena
Perception +3
Passive Perception 13
--
Traits
Pack Tactics. The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 feet of the creature and the ally isn't incapacitated.
Ice Devil
DEX +7, CON +9, WIS +7, CHA +9
Blindsight 60 ft., Darkvision 120 ft., Passive Perception 12
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.
Ice Mephit
Perception +2, Stealth +3
Darkvision 60 ft., Passive Perception 12
Aquan, Auran
Traits
Death Burst. When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one.
False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.
Innate Spellcasting.(1/Day). The mephit can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma.
Imp
Deception +4, Insight +3, Persuasion +4, Stealth +5
Darkvision 120 ft., Passive Perception 11
Common, Infernal
Traits
Shapechanger. The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Devil's Sight. Magical darkness doesn't impede the imp's darkvision.
Magic Resistance. The imp has advantage on saving throws against spells and other magical effects.
Invisible Stalker
Perception +8, Stealth +10
Darkvision 60 ft., Passive Perception 18
Auran Understands Common but doesn't speak it
Traits
Invisibility. The stalker is invisible.
Faultless Tracker. The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner.
Iron Golem
Darkvision 120 ft., Passive Perception 10
Understands the languages of its creator but can't speak
Traits
Fire Absorption. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are magical.
Jackal
Perception +3
Passive Perception 13
--
Traits
Keen Hearing and Smell. The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The jackal has advantage on an attack roll against a creature if at least one of the jackal's allies is within 5 feet of the creature and the ally isn't incapacitated.
Killer Whale
Perception +3
Blindsight 120 ft., Passive Perception 13
--
Traits
Echolocation. The whale can't use its blindsight while deafened.
Hold Breath. The whale can hold its breath for 30 minutes.
Keen Hearing. The whale has advantage on Wisdom (Perception) checks that rely on hearing.
Knight
CON +4, WIS +2
Passive Perception 10
Any one language (usually Common)
Traits
Brave. The knight has advantage on saving throws against being frightened.
Kobold
Darkvision 60 ft., Passive Perception 8
Common, Draconic
Traits
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Kraken
STR +17, DEX +7, CON +14, INT +13, WIS +11
Truesight 120 ft., Passive Perception 14
Abyssal, Celestial, Infernal, Primordial, Telepathy 120 ft. but can't speak
Traits
Amphibious. The kraken can breathe air and water.
Freedom of Movement. The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Siege Monster. The kraken deals double damage to objects and structures.
Lamia
Deception +7, Insight +4, Stealth +3
Darkvision 60 ft., Passive Perception 12
Abyssal, Common
Traits
Innate Spellcasting. The lamia's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components.
At will: disguise self (any humanoid form), major image
3/day each: charm person, mirror image, scrying, suggestion
1/day: geas
Lemure
Darkvision 120 ft., Passive Perception 10
Understands Infernal but can't speak it
Traits
Devil's Sight. Magical darkness doesn't impede the lemure's darkvision.
Hellish Rejuvenation. A lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a bless spell cast on that creature or its remains are sprinkled with holy water.
Lich
CON +10, INT +12, WIS +9
Arcana +18, History +12, Insight +9, Perception +9
Truesight 120 ft., Passive Perception 19
Common plus up to five other languages
Traits
Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead.
Rejuvenation. If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting. The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost
1st level (4 slots): detect magic, magic missile, shield, thunderwave
2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image
3rd level (3 slots): animate dead, counterspell, dispel magic, fireball
4th level (3 slots): blight, dimension door
5th level (3 slots): cloudkill, scrying
6th level (1 slot): disintegrate, globe of invulnerability
7th level (1 slot): finger of death, plane shift
8th level (1 slot): dominate monster, power word stun
9th level (1 slot): power word kill
Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.
Lion
Perception +3, Stealth +6
Passive Perception 13
--
Traits
Keen Smell. The lion has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics: The lion has advantage on an attack roll against a creature if at least one of the lion’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Pounce. If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.
Running Leap. With a 10-foot running start, the lion can long jump up to 25 feet.
Lizard
Darkvision 30 ft., Passive Perception 9
--
Traits
Lizardfolk
Perception +3, Stealth +2, Survival +5
Passive Perception 13
Draconic
Traits
Hold Breath. The lizardfolk can hold its breath for 15 minutes.
Mage
INT +6, WIS +4
Arcana +6, History +6
Passive Perception 11
Any four languages
Traits
Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile, shield
2nd level (3 slots): misty step, suggestion
3rd level (3 slots): counterspell, fireball, fly
4th level (3 slots): greater invisibility, ice storm
5th level (1 slot): cone of cold
Magma Mephit
Stealth +3
Darkvision 60 ft., Passive Perception 10
Ignan, Terran
Traits
Death Burst. When the mephit dies, it explodes in a burst of lava. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.
False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.
Innate Spellcasting.(1/Day). The mephit can innately cast heat metal (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma.
Magmin
Darkvision 60 ft., Passive Perception 10
Ignan
Traits
Death Burst. When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited.
Ignited Illumination. As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Mammoth
Passive Perception 10
--
Traits
Trampling Charge. If the mammoth 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 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.
Manticore
Darkvision 60 ft., Passive Perception 11
Common
Traits
Tail Spike Regrowth. The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.
Marilith
STR +9, CON +10, WIS +8, CHA +10
Truesight 120 ft., Passive Perception 13
Abyssal, Telepathy 120 ft.
Traits
Magic Resistance. The marilith has advantage on saving throws against spells and other magical effects.
Magic Weapons. The marilith's weapon attacks are magical.
Reactive. The marilith can take one reaction on every turn in a combat.
Mastiff
Perception +3
Passive Perception 13
--
Traits
Keen Hearing and Smell. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.