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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Medusa

Medium
monstrosity
,
lawful evil
Challenge
6
(2,300 XP)
Armor Class:
15 (Natural Armor)
Hit Points:
127
(17d8 + 51)
STR
10
(+0)
DEX
15
(+2)
CON
16
(+3)
INT
12
(+1)
WIS
13
(+1)
CHA
15
(+2)
Speed:
30 ft.
Saving Throws:
Skills:

Deception +5, Insight +4, Perception +4, Stealth +5

Senses:

Darkvision 60 ft., Passive Perception 14

Languages:

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.

See the full stat block here

Merfolk

Medium
humanoid
,
neutral
Challenge
8-Jan
(25 XP)
Armor Class:
11
Hit Points:
11
(2d8 + 2)
STR
10
(+0)
DEX
13
(+1)
CON
12
(+1)
INT
11
(+0)
WIS
11
(+0)
CHA
12
(+1)
Speed:
10 ft., swim 40 ft.
Saving Throws:
Skills:

Perception +2

Senses:

Passive Perception 12

Languages:

Aquan, Common

Traits

Amphibious. The merfolk can breathe air and water.

See the full stat block here

Merrow

Large
monstrosity
,
chaotic evil
Challenge
2
(450 XP)
Armor Class:
13 (Natural Armor)
Hit Points:
45
(6d10 + 12)
STR
18
(+4)
DEX
10
(+0)
CON
15
(+2)
INT
8
(-1)
WIS
10
(+0)
CHA
9
(-1)
Speed:
10 ft., swim 40 ft.
Saving Throws:
Skills:
Senses:

Darkvision 60 ft., Passive Perception 10

Languages:

Abyssal, Aquan

Traits

Amphibious. The merrow can breathe air and water.

See the full stat block here

Mimic

Medium
monstrosity
,
neutral
Challenge
2
(450 XP)
Armor Class:
12 (Natural Armor)
Hit Points:
58
(9d8 + 18)
STR
17
(+3)
DEX
12
(+1)
CON
15
(+2)
INT
5
(-3)
WIS
13
(+1)
CHA
8
(-1)
Speed:
15 ft.
Saving Throws:
Skills:

Stealth +5

Senses:

Darkvision 60 ft., Passive Perception 11

Languages:

--

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.

See the full stat block here

Minotaur

Large
monstrosity
,
chaotic evil
Challenge
3
(700 XP)
Armor Class:
14 (Natural Armor)
Hit Points:
76
(9d10 + 27)
STR
18
(+4)
DEX
11
(+0)
CON
16
(+3)
INT
6
(-2)
WIS
16
(+3)
CHA
9
(-1)
Speed:
40 ft.
Saving Throws:
Skills:

Perception +7

Senses:

Darkvision 60 ft., Passive Perception 17

Languages:

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.

See the full stat block here

Minotaur Skeleton

Large
undead
,
lawful evil
Challenge
2
(450 XP)
Armor Class:
12 (Natural Armor)
Hit Points:
67
(9d10 + 18)
STR
18
(+4)
DEX
11
(+0)
CON
15
(+2)
INT
6
(-2)
WIS
8
(-1)
CHA
5
(-3)
Speed:
40 ft.
Saving Throws:
Skills:
Senses:

Darkvision 60 ft., Passive Perception 9

Languages:

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.

See the full stat block here

Mule

Medium
beast
,
unaligned
Challenge
1/8
(25 XP)
Armor Class:
10
Hit Points:
11
(2d8 + 2)
STR
14
(+2)
DEX
10
(+0)
CON
13
(+1)
INT
2
(-4)
WIS
10
(+0)
CHA
5
(-3)
Speed:
40 ft.
Saving Throws:
Skills:
Senses:

Passive Perception 10

Languages:

--

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.

See the full stat block here

Mummy

Medium
undead
,
lawful evil
Challenge
3
(700 XP)
Armor Class:
11 (Natural Armor)
Hit Points:
58
(9d8 + 18)
STR
16
(+3)
DEX
8
(-1)
CON
15
(+2)
INT
6
(-2)
WIS
10
(+0)
CHA
12
(+1)
Speed:
20 ft.
Saving Throws:

WIS +2

Skills:
Senses:

Darkvision 60 ft., Passive Perception 10

Languages:

The languages it knew in life

Traits

See the full stat block here

Mummy Lord

Medium
undead
,
lawful evil
Challenge
15
(13,000 XP)
Armor Class:
17 (Natural Armor)
Hit Points:
97
(13d8 + 39)
STR
18
(+4)
DEX
10
(+0)
CON
17
(+3)
INT
11
(+0)
WIS
18
(+4)
CHA
16
(+3)
Speed:
20 ft.
Saving Throws:

CON +8, INT +5, WIS +9, CHA +8

Skills:

History +5, Religion +5

Senses:

Darkvision 60 ft., Passive Perception 14

Languages:

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

See the full stat block here

Nalfeshnee

Large
fiend
,
chaotic evil
Challenge
13
(10,000 XP)
Armor Class:
18 (Natural Armor)
Hit Points:
184
(16d10 + 96)
STR
21
(+5)
DEX
10
(+0)
CON
22
(+6)
INT
19
(+4)
WIS
12
(+1)
CHA
15
(+2)
Speed:
20 ft., fly 30 ft.
Saving Throws:

CON +11, INT +9, WIS +6, CHA +7

Skills:
Senses:

Truesight 120 ft., Passive Perception 11

Languages:

Abyssal, Telepathy 120 ft.

Traits

Magic Resistance. The nalfeshnee has advantage on saving throws against spells and other magical effects.

See the full stat block here

Night Hag

Medium
fiend
,
neutral evil
Challenge
5
(1,800 XP)
Armor Class:
17 (Natural Armor)
Hit Points:
112
(15d8 + 45)
STR
18
(+4)
DEX
15
(+2)
CON
16
(+3)
INT
16
(+3)
WIS
14
(+2)
CHA
16
(+3)
Speed:
30 ft.
Saving Throws:
Skills:

Deception +7, Insight +6, Perception +6, Stealth +6

Senses:

Darkvision 120 ft., Passive Perception 16

Languages:

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.

See the full stat block here

Nightmare

Large
fiend
,
neutral evil
Challenge
3
(700 XP)
Armor Class:
13 (Natural Armor)
Hit Points:
68
(8d10 + 24)
STR
18
(+4)
DEX
15
(+2)
CON
16
(+3)
INT
10
(+0)
WIS
13
(+1)
CHA
15
(+2)
Speed:
60 ft., fly 90 ft.
Saving Throws:
Skills:
Senses:

Passive Perception 11

Languages:

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.

See the full stat block here

Noble

Medium
humanoid
,
any
Challenge
8-Jan
(25 XP)
Armor Class:
15 (Breastplate)
Hit Points:
9
(2d8)
STR
11
(+0)
DEX
12
(+1)
CON
11
(+0)
INT
12
(+1)
WIS
14
(+2)
CHA
16
(+3)
Speed:
30 ft.
Saving Throws:
Skills:

Deception +5, Insight +4, Persuasion +5

Senses:

Passive Perception 12

Languages:

Any two languages

Traits

See the full stat block here

Nothic

Medium
aberration
,
neutral evil
Challenge
2
(450 XP)
Armor Class:
15 Natural
Hit Points:
45
(6d8 + 18)
STR
14
(+2)
DEX
16
(+3)
CON
16
(+3)
INT
13
(+1)
WIS
10
(+0)
CHA
8
(-1)
Speed:
30 ft.
Saving Throws:
Skills:

Arcana +3, Insight +4, Perception +2, Stealth +5

Senses:

Truesight 120 ft., Passive Perception 12

Languages:

Undercommon

Traits

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

See the full stat block here

Ochre Jelly

Large
ooze
,
unaligned
Challenge
2
(450 XP)
Armor Class:
8
Hit Points:
45
(6d10 + 12)
STR
15
(+2)
DEX
6
(-2)
CON
14
(+2)
INT
2
(-4)
WIS
6
(-2)
CHA
1
(-5)
Speed:
10 ft., climb 10 ft.
Saving Throws:
Skills:
Senses:

Blindsight 60 ft., Passive Perception 8

Languages:

--

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.

See the full stat block here

Octopus

Small
beast
,
unaligned
Challenge
0
(10 XP)
Armor Class:
12
Hit Points:
3
(1d6)
STR
4
(-3)
DEX
15
(+2)
CON
11
(+0)
INT
3
(-4)
WIS
10
(+0)
CHA
4
(-3)
Speed:
5 ft., swim 30 ft.
Saving Throws:
Skills:

Perception +2, Stealth +4

Senses:

Darkvision 30 ft., Passive Perception 12

Languages:

--

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.

See the full stat block here

Ogre

Large
giant
,
chaotic evil
Challenge
2
(450 XP)
Armor Class:
11 (Hide Armor)
Hit Points:
59
(7d10 + 21)
STR
19
(+4)
DEX
8
(-1)
CON
16
(+3)
INT
5
(-3)
WIS
7
(-2)
CHA
7
(-2)
Speed:
40 ft.
Saving Throws:
Skills:
Senses:

Darkvision 60 ft., Passive Perception 8

Languages:

Common, Giant

Traits

See the full stat block here

Ogre Zombie

Large
undead
,
neutral evil
Challenge
2
(450 XP)
Armor Class:
8
Hit Points:
85
(9d10 + 36)
STR
19
(+4)
DEX
6
(-2)
CON
18
(+4)
INT
3
(-4)
WIS
6
(-2)
CHA
5
(-3)
Speed:
30 ft.
Saving Throws:

WIS +0

Skills:
Senses:

Darkvision 60 ft., Passive Perception 8

Languages:

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.

See the full stat block here

Oni

Large
giant
,
lawful evil
Challenge
7
(2,900 XP)
Armor Class:
16 (Chain Mail)
Hit Points:
110
(13d10 + 39)
STR
19
(+4)
DEX
11
(+0)
CON
16
(+3)
INT
14
(+2)
WIS
12
(+1)
CHA
15
(+2)
Speed:
30 ft., fly 30 ft.
Saving Throws:

DEX +3, CON +6, WIS +4, CHA +5

Skills:

Arcana +5, Deception +8, Perception +4

Senses:

Darkvision 60 ft., Passive Perception 14

Languages:

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.

See the full stat block here

Orc

Medium
humanoid
,
chaotic evil
Challenge
2-Jan
(100 XP)
Armor Class:
13 (Hide Armor)
Hit Points:
15
(2d8 + 6)
STR
16
(+3)
DEX
12
(+1)
CON
16
(+3)
INT
7
(-2)
WIS
11
(+0)
CHA
10
(+0)
Speed:
30 ft.
Saving Throws:
Skills:

Intimidation +2

Senses:

Darkvision 60 ft., Passive Perception 10

Languages:

Common, Orc

Traits

Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.

See the full stat block here

Otyugh

Large
aberration
,
neutral
Challenge
5
(1,800 XP)
Armor Class:
14 (Natural Armor)
Hit Points:
114
(12d10 + 48)
STR
16
(+3)
DEX
11
(+0)
CON
19
(+4)
INT
6
(-2)
WIS
13
(+1)
CHA
6
(-2)
Speed:
30 ft.
Saving Throws:

CON +7

Skills:
Senses:

Darkvision 120 ft., Passive Perception 11

Languages:

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.

See the full stat block here

Owl

Tiny
beast
,
unaligned
Challenge
0
(10 XP)
Armor Class:
11
Hit Points:
1
(1d4 - 1)
STR
3
(-4)
DEX
13
(+1)
CON
8
(-1)
INT
2
(-4)
WIS
12
(+1)
CHA
7
(-2)
Speed:
5 ft., fly 60 ft.
Saving Throws:
Skills:

Perception +3, Stealth +3

Senses:

Darkvision 120 ft., Passive Perception 13

Languages:

--

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.

See the full stat block here

Owlbear

Large
monstrosity
,
unaligned
Challenge
3
(700 XP)
Armor Class:
13 (Natural Armor)
Hit Points:
59
(7d10 + 21)
STR
20
(+5)
DEX
12
(+1)
CON
17
(+3)
INT
3
(-4)
WIS
12
(+1)
CHA
7
(-2)
Speed:
40 ft.
Saving Throws:
Skills:

Perception +3

Senses:

Darkvision 60 ft., Passive Perception 13

Languages:

--

Traits

Keen Sight and Smell. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.

See the full stat block here

Panther

Medium
beast
,
unaligned
Challenge
1/4
(50 XP)
Armor Class:
12
Hit Points:
13
(3d8)
STR
14
(+2)
DEX
15
(+2)
CON
10
(+0)
INT
3
(-4)
WIS
14
(+2)
CHA
7
(-2)
Speed:
50 ft., climb 40 ft.
Saving Throws:
Skills:

Perception +4, Stealth +6

Senses:

Passive Perception 14

Languages:

--

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.

See the full stat block here

Pegasus

Large
celestial
,
chaotic good
Challenge
2
(450 XP)
Armor Class:
12
Hit Points:
59
(7d10 + 21)
STR
18
(+4)
DEX
15
(+2)
CON
16
(+3)
INT
10
(+0)
WIS
15
(+2)
CHA
13
(+1)
Speed:
60 ft., fly 90 ft.
Saving Throws:

DEX +4, WIS +4, CHA +3

Skills:

Perception +6

Senses:

Passive Perception 16

Languages:

Celestial, Common, Elvish and Sylvan but can't speak

Traits

See the full stat block here
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