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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Hydra

Huge
monstrosity
,
unaligned
Challenge
8
(3,900 XP)
Armor Class:
15 (Natural Armor)
Hit Points:
172
(15d12 + 75)
STR
20
(+5)
DEX
12
(+1)
CON
20
(+5)
INT
2
(-4)
WIS
10
(+0)
CHA
7
(-2)
Speed:
30 ft., swim 30 ft.
Saving Throws:
Skills:

Perception +6

Senses:

Darkvision 60 ft., Passive Perception 16

Languages:

--

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.

See the full stat block here

Hyena

Medium
beast
,
unaligned
Challenge
0
(10 XP)
Armor Class:
11
Hit Points:
5
(1d8 + 1)
STR
11
(+0)
DEX
13
(+1)
CON
12
(+1)
INT
2
(-4)
WIS
12
(+1)
CHA
5
(-3)
Speed:
50 ft.
Saving Throws:
Skills:

Perception +3

Senses:

Passive Perception 13

Languages:

--

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.

See the full stat block here

Ice Devil

Large
fiend
,
lawful evil
Challenge
14
(11,500 XP)
Armor Class:
18 (Natural Armor)
Hit Points:
180
(19d10 + 76)
STR
21
(+5)
DEX
14
(+2)
CON
18
(+4)
INT
18
(+4)
WIS
15
(+2)
CHA
18
(+4)
Speed:
40 ft.
Saving Throws:

DEX +7, CON +9, WIS +7, CHA +9

Skills:
Senses:

Blindsight 60 ft., Darkvision 120 ft., Passive Perception 12

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

Ice Mephit

Small
elemental
,
neutral evil
Challenge
2-Jan
(100 XP)
Armor Class:
11
Hit Points:
21
(6d6)
STR
7
(-2)
DEX
13
(+1)
CON
10
(+0)
INT
9
(-1)
WIS
11
(+0)
CHA
12
(+1)
Speed:
30 ft., fly 30 ft.
Saving Throws:
Skills:

Perception +2, Stealth +3

Senses:

Darkvision 60 ft., Passive Perception 12

Languages:

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.

See the full stat block here

Imp

Tiny
fiend
,
lawful evil
Challenge
1
(200 XP)
Armor Class:
13
Hit Points:
10
(3d4 + 3)
STR
6
(-2)
DEX
17
(+3)
CON
13
(+1)
INT
11
(+0)
WIS
12
(+1)
CHA
14
(+2)
Speed:
20 ft., fly 40 ft.
Saving Throws:
Skills:

Deception +4, Insight +3, Persuasion +4, Stealth +5

Senses:

Darkvision 120 ft., Passive Perception 11

Languages:

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.

See the full stat block here

Invisible Stalker

Medium
elemental
,
neutral
Challenge
6
(2,300 XP)
Armor Class:
14
Hit Points:
104
(16d8 + 32)
STR
16
(+3)
DEX
19
(+4)
CON
14
(+2)
INT
10
(+0)
WIS
15
(+2)
CHA
11
(+0)
Speed:
50 ft., fly 50 ft. (hover)
Saving Throws:
Skills:

Perception +8, Stealth +10

Senses:

Darkvision 60 ft., Passive Perception 18

Languages:

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.

See the full stat block here

Iron Golem

Large
construct
,
unaligned
Challenge
16
(15,000 XP)
Armor Class:
20 (Natural Armor)
Hit Points:
210
(20d10 + 100)
STR
24
(+7)
DEX
9
(-1)
CON
20
(+5)
INT
3
(-4)
WIS
11
(+0)
CHA
1
(-5)
Speed:
30 ft.
Saving Throws:
Skills:
Senses:

Darkvision 120 ft., Passive Perception 10

Languages:

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.

See the full stat block here

Jackal

Small
beast
,
unaligned
Challenge
0
(10 XP)
Armor Class:
12
Hit Points:
3
(1d6)
STR
8
(-1)
DEX
15
(+2)
CON
11
(+0)
INT
3
(-4)
WIS
12
(+1)
CHA
6
(-2)
Speed:
40 ft.
Saving Throws:
Skills:

Perception +3

Senses:

Passive Perception 13

Languages:

--

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.

See the full stat block here

Killer Whale

Huge
beast
,
unaligned
Challenge
3
(700 XP)
Armor Class:
12 (Natural Armor)
Hit Points:
90
(12d12 + 12)
STR
19
(+4)
DEX
10
(+0)
CON
13
(+1)
INT
3
(-4)
WIS
12
(+1)
CHA
7
(-2)
Speed:
0 ft., swim 60 ft.
Saving Throws:
Skills:

Perception +3

Senses:

Blindsight 120 ft., Passive Perception 13

Languages:

--

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.

See the full stat block here

Knight

Medium
humanoid
,
any
Challenge
3
(700 XP)
Armor Class:
18 (Plate)
Hit Points:
52
(8d8 + 16)
STR
16
(+3)
DEX
11
(+0)
CON
14
(+2)
INT
11
(+0)
WIS
11
(+0)
CHA
15
(+2)
Speed:
30 ft.
Saving Throws:

CON +4, WIS +2

Skills:
Senses:

Passive Perception 10

Languages:

Any one language (usually Common)

Traits

Brave. The knight has advantage on saving throws against being frightened.

See the full stat block here

Kobold

Small
humanoid
,
lawful evil
Challenge
8-Jan
(25 XP)
Armor Class:
12
Hit Points:
5
(2d6 - 2)
STR
7
(-2)
DEX
15
(+2)
CON
9
(-1)
INT
8
(-1)
WIS
7
(-2)
CHA
8
(-1)
Speed:
30 ft.
Saving Throws:
Skills:
Senses:

Darkvision 60 ft., Passive Perception 8

Languages:

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.

See the full stat block here

Kraken

Gargantuan
monstrosity
,
chaotic evil
Challenge
23
(50,000 XP)
Armor Class:
18 (Natural Armor)
Hit Points:
472
(27d20 + 189)
STR
30
(+10)
DEX
11
(+0)
CON
25
(+7)
INT
22
(+6)
WIS
18
(+4)
CHA
20
(+5)
Speed:
20 ft., swim 60 ft.
Saving Throws:

STR +17, DEX +7, CON +14, INT +13, WIS +11

Skills:
Senses:

Truesight 120 ft., Passive Perception 14

Languages:

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.

See the full stat block here

Lamia

Large
monstrosity
,
chaotic evil
Challenge
4
(1,100 XP)
Armor Class:
13 (Natural Armor)
Hit Points:
97
(13d10 + 26)
STR
16
(+3)
DEX
13
(+1)
CON
15
(+2)
INT
14
(+2)
WIS
15
(+2)
CHA
16
(+3)
Speed:
30 ft.
Saving Throws:
Skills:

Deception +7, Insight +4, Stealth +3

Senses:

Darkvision 60 ft., Passive Perception 12

Languages:

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

See the full stat block here

Lemure

Medium
fiend
,
lawful evil
Challenge
0
(10 XP)
Armor Class:
7
Hit Points:
13
(3d8)
STR
10
(+0)
DEX
5
(-3)
CON
11
(+0)
INT
1
(-5)
WIS
11
(+0)
CHA
3
(-4)
Speed:
15 ft.
Saving Throws:
Skills:
Senses:

Darkvision 120 ft., Passive Perception 10

Languages:

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.

See the full stat block here

Lich

Medium
undead
,
any evil alignment
Challenge
21
(33,000 XP)
Armor Class:
17 (Natural Armor)
Hit Points:
135
(18d8 + 54)
STR
11
(+0)
DEX
16
(+3)
CON
16
(+3)
INT
20
(+5)
WIS
14
(+2)
CHA
16
(+3)
Speed:
30 ft.
Saving Throws:

CON +10, INT +12, WIS +9

Skills:

Arcana +18, History +12, Insight +9, Perception +9

Senses:

Truesight 120 ft., Passive Perception 19

Languages:

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.

See the full stat block here

Lion

Large
beast
,
unaligned
Challenge
1
(200 XP)
Armor Class:
12
Hit Points:
26
(4d10 + 4)
STR
17
(+3)
DEX
15
(+2)
CON
13
(+1)
INT
3
(-4)
WIS
12
(+1)
CHA
8
(-1)
Speed:
50 ft.
Saving Throws:
Skills:

Perception +3, Stealth +6

Senses:

Passive Perception 13

Languages:

--

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.

See the full stat block here

Lizard

Tiny
beast
,
unaligned
Challenge
0
(10 XP)
Armor Class:
10
Hit Points:
2
(1d4)
STR
2
(-4)
DEX
11
(+0)
CON
10
(+0)
INT
1
(-5)
WIS
8
(-1)
CHA
3
(-4)
Speed:
20 ft., climb 20 ft.
Saving Throws:
Skills:
Senses:

Darkvision 30 ft., Passive Perception 9

Languages:

--

Traits

See the full stat block here

Lizardfolk

Medium
humanoid
,
neutral
Challenge
2-Jan
(100 XP)
Armor Class:
15 (Natural Armor, Shield)
Hit Points:
22
(4d8 + 4)
STR
15
(+2)
DEX
10
(+0)
CON
13
(+1)
INT
7
(-2)
WIS
12
(+1)
CHA
7
(-2)
Speed:
30 ft., swim 30 ft.
Saving Throws:
Skills:

Perception +3, Stealth +2, Survival +5

Senses:

Passive Perception 13

Languages:

Draconic

Traits

Hold Breath. The lizardfolk can hold its breath for 15 minutes.

See the full stat block here

Mage

Medium
humanoid
,
any
Challenge
6
(2,300 XP)
Armor Class:
12 (15 With Mage Armor)
Hit Points:
40
(9d8)
STR
9
(-1)
DEX
14
(+2)
CON
11
(+0)
INT
17
(+3)
WIS
12
(+1)
CHA
11
(+0)
Speed:
30 ft.
Saving Throws:

INT +6, WIS +4

Skills:

Arcana +6, History +6

Senses:

Passive Perception 11

Languages:

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

See the full stat block here

Magma Mephit

Small
elemental
,
neutral evil
Challenge
2-Jan
(100 XP)
Armor Class:
11
Hit Points:
22
(5d6 + 5)
STR
8
(-1)
DEX
12
(+1)
CON
12
(+1)
INT
7
(-2)
WIS
10
(+0)
CHA
10
(+0)
Speed:
30 ft., fly 30 ft.
Saving Throws:
Skills:

Stealth +3

Senses:

Darkvision 60 ft., Passive Perception 10

Languages:

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.

See the full stat block here

Magmin

Small
elemental
,
chaotic neutral
Challenge
2-Jan
(100 XP)
Armor Class:
14 (Natural Armor)
Hit Points:
9
(2d6 + 2)
STR
7
(-2)
DEX
15
(+2)
CON
12
(+1)
INT
8
(-1)
WIS
11
(+0)
CHA
10
(+0)
Speed:
30 ft.
Saving Throws:
Skills:
Senses:

Darkvision 60 ft., Passive Perception 10

Languages:

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.

See the full stat block here

Mammoth

Huge
beast
,
unaligned
Challenge
6
(2,300 XP)
Armor Class:
13 (Natural Armor)
Hit Points:
126
(11d12 + 55)
STR
24
(+7)
DEX
9
(-1)
CON
21
(+5)
INT
3
(-4)
WIS
11
(+0)
CHA
6
(-2)
Speed:
40 ft.
Saving Throws:
Skills:
Senses:

Passive Perception 10

Languages:

--

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.

See the full stat block here

Manticore

Large
monstrosity
,
lawful evil
Challenge
3
(700 XP)
Armor Class:
14 (Natural Armor)
Hit Points:
68
(8d10 + 24)
STR
17
(+3)
DEX
16
(+3)
CON
17
(+3)
INT
7
(-2)
WIS
12
(+1)
CHA
8
(-1)
Speed:
30 ft., fly 50 ft.
Saving Throws:
Skills:
Senses:

Darkvision 60 ft., Passive Perception 11

Languages:

Common

Traits

Tail Spike Regrowth. The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.

See the full stat block here

Marilith

Large
fiend
,
chaotic evil
Challenge
16
(15,000 XP)
Armor Class:
18 (Natural Armor)
Hit Points:
189
(18d10 + 90)
STR
18
(+4)
DEX
20
(+5)
CON
20
(+5)
INT
18
(+4)
WIS
16
(+3)
CHA
20
(+5)
Speed:
40 ft.
Saving Throws:

STR +9, CON +10, WIS +8, CHA +10

Skills:
Senses:

Truesight 120 ft., Passive Perception 13

Languages:

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.

See the full stat block here

Mastiff

Medium
beast
,
unaligned
Challenge
1/8
(25 XP)
Armor Class:
12
Hit Points:
5
(1d8 + 1)
STR
13
(+1)
DEX
14
(+2)
CON
12
(+1)
INT
3
(-4)
WIS
12
(+1)
CHA
7
(-2)
Speed:
40 ft.
Saving Throws:
Skills:

Perception +3

Senses:

Passive Perception 13

Languages:

--

Traits

Keen Hearing and Smell. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.

See the full stat block here
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