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.
Medusa
Deception +5, Insight +4, Perception +4, Stealth +5
Darkvision 60 ft., Passive Perception 14
Common
Traits
Petrifying Gaze. When a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.
If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.
Merfolk
Perception +2
Passive Perception 12
Aquan, Common
Traits
Amphibious. The merfolk can breathe air and water.
Merrow
Darkvision 60 ft., Passive Perception 10
Abyssal, Aquan
Traits
Amphibious. The merrow can breathe air and water.
Mimic
Stealth +5
Darkvision 60 ft., Passive Perception 11
--
Traits
Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.
False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.
Grappler. The mimic has advantage on attack rolls against any creature grappled by it.
Minotaur
Perception +7
Darkvision 60 ft., Passive Perception 17
Abyssal
Traits
Charge. If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled.
Reckless. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Minotaur Skeleton
Darkvision 60 ft., Passive Perception 9
Understands Abyssal but can't speak it
Traits
Charge. If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Mule
Passive Perception 10
--
Traits
Beast of Burden. The mule is considered to be a Large animal for the purpose of determining its carrying capacity.
Sure-Footed. The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Mummy
WIS +2
Darkvision 60 ft., Passive Perception 10
The languages it knew in life
Traits
Mummy Lord
CON +8, INT +5, WIS +9, CHA +8
History +5, Religion +5
Darkvision 60 ft., Passive Perception 14
The languages it knew in life
Traits
Magic Resistance. The mummy lord has advantage on saving throws against spells and other magical effects.
Rejuvenation. A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart.
Spellcasting. The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared:
Cantrips (at will): sacred flame, thaumaturgy
1st level (4 slots): command, guiding bolt, shield of faith
2nd level (3 slots): hold person, silence, spiritual weapon
3rd level (3 slots): animate dead, dispel magic
4th level (3 slots): divination, guardian of faith
5th level (2 slots): contagion, insect plague
6th level (1 slot): harm
Nalfeshnee
CON +11, INT +9, WIS +6, CHA +7
Truesight 120 ft., Passive Perception 11
Abyssal, Telepathy 120 ft.
Traits
Magic Resistance. The nalfeshnee has advantage on saving throws against spells and other magical effects.
Night Hag
Deception +7, Insight +6, Perception +6, Stealth +6
Darkvision 120 ft., Passive Perception 16
Abyssal, Common, Infernal, Primordial
Traits
Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
At will: detect magic, magic missile
2/day each: plane shift (self only), ray of enfeeblement, sleep
Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.
Nightmare
Passive Perception 11
Common and Infernal but can't speak
Traits
Confer Fire Resistance. The nightmare can grant resistance to fire damage to anyone riding it.
Illumination. The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Noble
Deception +5, Insight +4, Persuasion +5
Passive Perception 12
Any two languages
Traits
Nothic
Arcana +3, Insight +4, Perception +2, Stealth +5
Truesight 120 ft., Passive Perception 12
Undercommon
Traits
Keen Sight. The nothic has advantage on Wisdom (Perception) checks that rely on sight.
Ochre Jelly
Blindsight 60 ft., Passive Perception 8
--
Traits
Amorphous. The jelly can move through a space as narrow as 1 inch wide without squeezing.
Spider Climb. The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Octopus
Perception +2, Stealth +4
Darkvision 30 ft., Passive Perception 12
--
Traits
Hold Breath. While out of water, the octopus can hold its breath for 30 minutes.
Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing. The octopus can breathe only underwater.
Ogre
Darkvision 60 ft., Passive Perception 8
Common, Giant
Traits
Ogre Zombie
WIS +0
Darkvision 60 ft., Passive Perception 8
Understands Common and Giant but can't speak them
Traits
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Oni
DEX +3, CON +6, WIS +4, CHA +5
Arcana +5, Deception +8, Perception +4
Darkvision 60 ft., Passive Perception 14
Common, Giant
Traits
Innate Spellcasting. The oni's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components:
At will: darkness, invisibility
1/day each: charm person, cone of cold, gaseous form, sleep
Magic Weapons. The oni's weapon attacks are magical.
Regeneration. The oni regains 10 hit points at the start of its turn if it has at least 1 hit point.
Orc
Intimidation +2
Darkvision 60 ft., Passive Perception 10
Common, Orc
Traits
Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Otyugh
CON +7
Darkvision 120 ft., Passive Perception 11
Otyugh
Traits
Limited Telepathy. The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.
Owl
Perception +3, Stealth +3
Darkvision 120 ft., Passive Perception 13
--
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.
Owlbear
Perception +3
Darkvision 60 ft., Passive Perception 13
--
Traits
Keen Sight and Smell. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.
Panther
Perception +4, Stealth +6
Passive Perception 14
--
Traits
Keen Smell. The panther has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the panther 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 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.
Pegasus
DEX +4, WIS +4, CHA +3
Perception +6
Passive Perception 16
Celestial, Common, Elvish and Sylvan but can't speak