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Dungeon Master's Basic Rules Version 0.5: Available For Download at
Dungeon Master's Basic Rules Version 0.5: Available For Download at
Credits
D&D Lead Designers: Mike Mearls, Jeremy Crawford Based on the original D&D game created by
E.Gary Gygax and Dave Arneson,
Design Team: Christopher Perkins, James Wyatt, Rodney with Brian Blume, Rob Kuntz, James Ward, and Don Kaye
Thompson, Robert J. Schwalb, Peter Lee, Steve Townshend, Drawing from further development by
Bruce R. Cordell J. Eric Holmes, Tom Moldvay, Frank Mentzer, Aaron Allston,
Editing Team: Chris Sims, Michele Carter, Scott Fitzgerald Gray Harold Johnson, David Zeb Cook, Ed Greenwood, Keith
Producer: Greg Bilsland Baker, Tracy Hickman, Margaret Weis, Douglas Niles, Jeff
Grubb, Jonathan Tweet, Monte Cook, Skip Williams, Richard
Art Directors: Kate Irwin, Dan Gelon, Jon Schindehette, Mari Baker, Peter Adkison, Bill Slavicsek, Andy Collins, and Rob
Kolkowsky, Melissa Rapier, Shauna Narciso Heinsoo
Graphic Designers: Bree Heiss, Emi Tanji
Interior Illustrator: Jaime Jones Playtesting provided by
over 175,000 fans of D&D. Thank you!
Additional Contributors: Kim Mohan, Matt Sernett, Chris
Dupuis, Tom LaPille, Chris Tulach, Miranda Horner, Jennifer
Clarke Wilkes, Steve Winter, Chris Youngs, Ben Petrisor, Tom
Olsen
2015 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA.
Available for download at Manufactured by Hasbro SA, Rue Emile-Bochat 31, 2800 Delmont, CH.
Represented by Hasbro Europe, 4 The Square, Stockley Park,
DungeonsandDragons.com Uxbridge, Middlesex, UB11 1ET, UK.
Monsters
Guidelines for understanding the information found in a iconic constructs. Many creatures native to the outer
monsters statistics are presented below. plane of Mechanus, such as modrons, are constructs
shaped from the raw material of the plane by the will of
Statistics more powerful creatures.
Dragons are large reptilian creatures of ancient origin
A monsters statistics, sometimes referred to as its stat
and tremendous power. True dragons, including the
block, provide the essential information that you need
good metallic dragons and the evil chromatic dragons,
to run the monster.
are highly intelligent and have innate magic. Also in this
category are creatures distantly related to true dragons,
Size but less powerful, less intelligent, and less magical, such
A monster can be Tiny, Small, Medium, Large, Huge, as wyverns and pseudodragons.
or Gargantuan. The Size Categories table shows how Elementals are creatures native to the elemental
much space a creature of a particular size controls planes. Some creatures of this type are little more than
in combat. See the players D&D basic rules or the animate masses of their respective elements, including
Players Handbook for more information on creature the creatures simply called elementals. Others have
size and space. biological forms infused with elemental energy. The
races of genies, including djinn and efreet, form the
Size Categories most important civilizations on the elemental planes.
Size Space Examples Other elemental creatures include azers, invisible
Tiny 2 by 2 ft. Imp, sprite stalkers, and water weirds.
Small 5 by 5 ft. Giant rat, goblin
Fey are magical creatures closely tied to the forces of
nature. They dwell in twilight groves and misty forests.
Medium 5 by 5 ft. Orc, werewolf
In some worlds, they are closely tied to the Feywild, also
Large 10 by 10 ft. Hippogriff, ogre
called the Plane of Faerie. Some are also found in the
Huge 15 by 15 ft. Fire giant, treant Outer Planes, particularly the planes of Arborea and the
Gargantuan 20 by 20 ft. or larger Kraken, purple worm Beastlands. Fey include dryads, pixies, and satyrs.
Fiends are creatures of wickedness that are native
to the Lower Planes. A few are the servants of deities,
Type but many more labor under the leadership of archdevils
A monsters type speaks to its fundamental nature. and demon princes. Evil priests and mages sometimes
Certain spells, magic items, class features, and other summon fiends to the material world to do their bidding.
effects in the game interact in special ways with If an evil celestial is a rarity, a good fiend is almost
creatures of a particular type. For example, an arrow of inconceivable. Fiends include demons, devils, hell
dragon slaying deals extra damage not only to dragons hounds, rakshasas, and yugoloths.
but also other creatures of the dragon type, such as Giants tower over humans and their kind. They are
dragon turtles and wyverns. humanlike in shape, though some have multiple heads
The game includes the following monster types, which (ettins) or deformities (fomorians). The six varieties of
have no rules of their own. true giant are hill giants, stone giants, frost giants, fire
Aberrations are utterly alien beings. Many of them giants, cloud giants, and storm giants. Besides these,
have innate magical abilities drawn from the creatures creatures such as ogres and trolls are giants.
alien mind rather than the mystical forces of the world. Humanoids are the main peoples of the D&D
The quintessential aberrations are aboleths, beholders, world, both civilized and savage, including humans
mind flayers, and slaadi. and a tremendous variety of other species. They have
Beasts are nonhumanoid creatures that are a natural language and culture, few if any innate magical abilities
part of the fantasy ecology. Some of them have magical (though most humanoids can learn spellcasting), and a
powers, but most are unintelligent and lack any society bipedal form. The most common humanoid races are
or language. Beasts include all varieties of ordinary the ones most suitable as player characters: humans,
animals, dinosaurs, and giant versions of animals. dwarves, elves, and halflings. Almost as numerous but
Celestials are creatures native to the Upper Planes. far more savage and brutal, and almost uniformly evil,
Many of them are the servants of deities, employed are the races of goblinoids (goblins, hobgoblins, and
as messengers or agents in the mortal realm and bugbears), orcs, gnolls, lizardfolk, and kobolds.
throughout the planes. Celestials are good by nature, Monstrosities are monsters in the strictest sense
so the exceptional celestial who strays from a good frightening creatures that are not ordinary, not truly
alignment is a horrifying rarity. Celestials include natural, and almost never benign. Some are the
angels, couatls, and pegasi. results of magical experimentation gone awry (such
Constructs are made, not born. Some are as owlbears), and others are the product of terrible
programmed by their creators to follow a simple set of curses (including minotaurs and yuan-ti). They defy
instructions, while others are imbued with sentience categorization, and in some sense serve as a catch-all
and capable of independent thought. Golems are the category for creatures that dont fit into any other type.
Climb
A monster that has a climbing speed can use all or
part of its movement to move on vertical surfaces. The
monster doesnt need to spend extra movement to climb.
Legendary Creatures
A legendary creature can do things that ordinary crea-
tures cant. It can take special actions outside its turn,
Grapple Rules for Monsters and it might exert magical influence for miles around.
Many monsters have special attacks that allow them to If a creature assumes the form of a legendary crea-
quickly grapple prey. When a monster hits with such an
ture, such as through a spell, it doesnt gain that forms
attack, it doesnt need to make an additional ability check to
determine whether the grapple succeeds, unless the attack legendary actions, lair actions, or regional effects.
says otherwise.
A creature grappled by the monster can use its action to try Legendary Actions
to escape. To do so, it must succeed on a Strength (Athletics) A legendary creature can take a certain number of
or Dexterity (Acrobatics) check against the escape DC in the special actionscalled legendary actionsoutside its
monsters stat block. If no escape DC is given, assume the
turn. Only one legendary action option can be used at
DC is 10 + the monsters Strength (Athletics) modifier.
a time and only at the end of another creatures turn. A
creature regains its spent legendary actions at the start
Lair Actions
If a legendary creature has lair actions, it can use them
to harness the ambient magic in its lair. On initiative
count 20 (losing all initiative ties), it can use one of its
lair action options. It cant do so while incapacitated or
otherwise unable to take actions. If surprised, it cant
use one until after its first turn in the combat.
Regional Effects
The mere presence of a legendary creature can have
strange and wondrous effects on its environment, as
noted in this section. Regional effects end abruptly or
dissipate over time when the legendary creature dies.
Skills Perception +5
Senses passive Perception 15
Languages
Challenge 2 (450 XP)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 15 (+2) 2 (4) 12 (+1) 5 (3) 3 (4) 8 (1) 11 (+0) 10 (+0) 10 (+0) 6 (2)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) 2 (4) 10 (+0) 5 (3) 1 (5) 14 (+2) 10 (+0) 12 (+1) 11 (+0) 17 (+3)
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 1 piercing damage.
D&D DMs Basic Rules v0.5 | Monsters
11
Not for resale. Permission granted to print and photocopy this document for personal use only.
Bat Black Bear
Tiny beast, unaligned Medium beast, unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
2 (4) 15 (+2) 8 (1) 2 (4) 12 (+1) 4 (3) 15 (+2) 10 (+0) 14 (+2) 2 (4) 12 (+1) 7 (2)
Petrifying Gaze. If a creature starts its turn within 30 feet of the Skills Perception +3, Stealth +5
basilisk and the two of them can see each other, the basilisk Senses passive Perception 13
can force the creature to make a DC 12 Constitution saving Languages Blink Dog, understands Sylvan but cant speak it
throw if the basilisk isnt incapacitated. On a failed save, the Challenge 1/4 (50 XP)
creature magically begins to turn to stone and is restrained. It
must repeat the saving throw at the end of its next turn. On a
Keen Hearing and Smell. The dog has advantage on Wisdom
success, the effect ends. On a failure, the creature is petrified
(Perception) checks that rely on hearing or smell.
until freed by the greater restoration spell or other magic.
A creature that isnt surprised can avert its eyes to avoid the Actions
saving throw at the start of its turn. If it does so, it cant see
the basilisk until the start of its next turn, when it can avert its Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
eyes again. If it looks at the basilisk in the meantime, it must Hit: 4 (1d6 + 1) piercing damage.
immediately make the save. Teleport (Recharge 46). The dog magically teleports, along
If the basilisk sees its reflection within 30 feet of it in bright with any equipment it is wearing or carrying, up to 40 feet to
light, it mistakes itself for a rival and targets itself with its gaze. an unoccupied space it can see. Before or after teleporting, the
dog can make one bite attack.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. A blink dog takes its name from its ability to blink in
Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage. and out of existence, a talent it uses to aid its attacks
and to avoid harm.
A basilisk is a multilegged, reptilian horror whose
deadly gaze transforms victims into porous stone. With
it strong jaws, the creature consumes this stone, which
returns to organic form in its gullet.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (2) 14 (+2) 10 (+0) 3 (4) 14 (+2) 5 (3) 19 (+4) 10 (+0) 16 (+3) 2 (4) 13 (+1) 7 (2)
Keen Sight. The hawk has advantage on Wisdom (Perception) Keen Smell. The bear has advantage on Wisdom (Perception)
checks that rely on sight. checks that rely on smell.
Pack Tactics. The hawk has advantage on an attack roll against Actions
a creature if at least one of the hawks allies is within 5 feet of
the creature and the ally isnt incapacitated. Multiattack. The bear makes two attacks: one with its bite and
one with its claws.
Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Hit: 4 (1d4 + 2) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Taking its name from its crimson feathers and Hit: 11 (2d6 + 4) slashing damage.
aggressive nature, the blood hawk fearlessly attacks
with its daggerlike beak. Bugbear
Medium humanoid (goblinoid), chaotic evil
STR DEX CON INT WIS CHA Skills Stealth +6, Survival +2
13 (+1) 11 (+0) 12 (+1) 2 (4) 9 (1) 5 (3) Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
Senses passive Perception 9 Challenge 1 (200 XP)
Languages
Challenge 1/4 (50 XP)
Brute. A melee weapon deals one extra die of its damage when the
bugbear hits with it (included in the attack).
Charge. If the boar moves at least 20 feet straight toward a
target and then hits it with a tusk attack on the same turn, the Surprise Attack. If the bugbear surprises a creature and hits it
target takes an extra 3 (1d6) slashing damage. If the target is a with an attack during the first round of combat, the target takes
creature, it must succeed on a DC 11 Strength saving throw or an extra 7 (2d6) damage from the attack.
be knocked prone.
Actions
Relentless (Recharges after a Short or Long Rest). If the boar
Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one
takes 7 damage or less that would reduce it to 0 hit points, it is
target. Hit: 11 (2d8 + 2) piercing damage.
reduced to 1 hit point instead.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
Actions range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage
Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. in melee or 5 (1d6 + 2) piercing damage at range.
Hit: 4 (1d6 + 1) slashing damage.
Bugbears are hairy goblinoids born for battle and
mayhem. They survive by raiding and hunting, but are
fond of setting ambushes and fleeing when outmatched.
Actions Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) piercing damage.
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
Hit: 1 slashing damage. Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 10 (1d12 + 4) bludgeoning damage.
Centaur Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Large monstrosity, neutral good Hit: 11 (2d6 + 4) slashing damage.
Fire Breath (Recharge 56). The dragon head exhales fire in a
Armor Class 12
15-foot cone. Each creature in that area must make a DC 15
Hit Points 45 (6d10 + 12)
Dexterity saving throw, taking 31 (7d8) fire damage on a failed
Speed 50 ft.
save, or half as much damage on a successful one.
STR DEX CON INT WIS CHA A chimera is a vile combination of goat, lion, and dragon,
18 (+4) 14 (+2) 14 (+2) 9 (1) 13 (+1) 11 (+0) and features the heads of all three of those creatures. It
likes to swoop down from the sky and engulf prey with
Skills Athletics +6, Perception +3, Survival +3 its fiery breath before landing to attack.
Senses passive Perception 13
Languages Elvish, Sylvan
Challenge 2 (450 XP)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (2) 12 (+1) 12 (+1) 2 (4) 13 (+1) 5 (3) 2 (4) 11 (+0) 10 (+0) 1 (5) 8 (1) 2 (4)
Actions
Amphibious. The crab can breathe air and water.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Hit: 3 (1d4 + 1) piercing damage, and the target must succeed Actions
on a DC 11 Constitution saving throw against being magically
Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
petrified. On a failed save, the creature begins to turn to stone
Hit: 1 bludgeoning damage.
and is restrained. It must repeat the saving throw at the end of
its next turn. On a success, the effect ends. On a failure, the
creature is petrified for 24 hours. Crocodile
The cockatrice looks like a hideous hybrid of lizard, Large beast, unaligned
bird, and bat. It is infamous for its ability to turn
Armor Class 12 (natural armor)
flesh to stone.
Hit Points 19 (3d10 + 3)
Speed 20 ft., swim 30 ft.
Constrictor Snake
Large beast, unaligned STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 2 (4) 10 (+0) 5 (3)
Armor Class 12
Hit Points 13 (2d10 + 2) Skills Stealth +2
Speed 30 ft., swim 30 ft. Senses passive Perception 10
Languages
STR DEX CON INT WIS CHA Challenge 1/2 (100 XP)
15 (+2) 14 (+2) 12 (+1) 1 (5) 10 (+0) 3 (4)
Hold Breath. The crocodile can hold its breath for 15 minutes.
Senses blindsight 10 ft., passive Perception 10
Languages Actions
Challenge 1/4 (50 XP)
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 7 (1d10 + 2) piercing damage, and the target is
Actions grappled (escape DC 12). Until this grapple ends, the target is
restrained, and the crocodile cant bite another target.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 5 (1d6 + 2) piercing damage.
Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the
target is grappled (escape DC 14). Until this grapple ends,
the creature is restrained, and the snake cant constrict
another target.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22 (+6) 11 (+0) 20 (+5) 8 (1) 6 (2) 10 (+0) 11 (+0) 16 (+3) 11 (+0) 2 (4) 14 (+2) 5 (3)
STR DEX CON INT WIS CHA Pack Tactics. The wolf has advantage on an attack roll against a
15 (+2) 14 (+2) 14 (+2) 3 (4) 13 (+1) 6 (2) creature if at least one of the wolfs allies is within 5 feet of the
creature and the ally isnt incapacitated.
Skills Perception +5, Stealth +4
Senses darkvision 120 ft., passive Perception 15 Actions
Languages Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
Challenge 1 (200 XP) 10 (2d6 + 3) piercing damage. If the target is a creature, it must
succeed on a DC 13 Strength saving throw or be knocked prone.
Two-Headed. The dog has advantage on Wisdom (Perception)
checks and on saving throws against being blinded, charmed,
deafened, frightened, stunned, or knocked unconscious.
Actions
Multiattack. The dog makes two bite attacks.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it
must succeed on a DC 12 Constitution saving throw against
disease or become poisoned until the disease is cured. Every 24
hours that elapse, the creature must repeat the saving throw,
reducing its hit point maximum by 5 (1d10) on a failure. This
reduction lasts until the disease is cured. The creature dies if
the disease reduces its hit point maximum to 0.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Armor Class 17 (natural armor)
Hit: 7 (1d6 + 4) bludgeoning damage. Hit Points 126 (12d10 + 60)
Speed 30 ft., burrow 30 ft.
Read Thoughts. The doppelganger magically reads the surface
thoughts of one creature within 60 feet of it. The effect can STR DEX CON INT WIS CHA
penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 20 (+5) 8 (1) 20 (+5) 5 (3) 10 (+0) 5 (3)
2 inches of metal, or a thin sheet of lead blocks it. While the
target is in range, the doppelganger can continue reading its Damage Vulnerabilities thunder
thoughts, as long as the doppelgangers concentration isnt Damage Resistances bludgeoning, piercing, and slashing from
broken (as if concentrating on a spell). While reading the nonmagical attacks
targets mind, the doppelganger has advantage on Wisdom Damage Immunities poison
(Insight) and Charisma (Deception, Intimidation, and Condition Immunities exhaustion, paralyzed, petrified,
Persuasion) checks against the target. poisoned, unconscious
Senses darkvision 60 ft., tremorsense 60 ft.,
Doppelgangers are devious shapeshifters that take passive Perception 10
on the appearance of other humanoids, throwing off Languages Terran
pursuit or luring victims to their doom with misdirection Challenge 5 (1,800 XP)
and disguise.
Earth Glide. The elemental can burrow through nonmagical,
Draft Horse unworked earth and stone. While doing so, the elemental
Large beast, unaligned doesnt disturb the material it moves through.
Armor Class 10 Siege Monster. The elemental deals double damage to objects
Hit Points 19 (3d10 + 3) and structures.
Speed 40 ft.
Actions
STR DEX CON INT WIS CHA Multiattack. The elemental makes two slam attacks.
18 (+4) 10 (+0) 12 (+1) 2 (4) 11 (+0) 7 (2)
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 14 (2d8 + 5) bludgeoning damage.
Senses passive Perception 10
Languages An earth elemental plods forward like a walking hill,
Challenge 1/4 (50 XP) club-like arms of jagged stone swinging at its sides. Its
head and body consist of dirt and stone, occasionally set
with chunks of metal, gems, and bright minerals.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22 (+6) 9 (1) 17 (+3) 3 (4) 11 (+0) 6 (2) 10 (+0) 17 (+3) 16 (+3) 6 (2) 10 (+0) 7 (2)
Senses passive Perception 10 Damage Resistances bludgeoning, piercing, and slashing from
Languages nonmagical attacks
Challenge 4 (1,100 XP) Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious
Trampling Charge. If the elephant moves at least 20 feet Senses darkvision 60 ft., passive Perception 10
straight toward a creature and then hits it with a gore attack Languages Ignan
on the same turn, that target must succeed on a DC 12 Challenge 5 (1,800 XP)
Strength saving throw or be knocked prone. If the target is
prone, the elephant can make one stomp attack against it as a
bonus action. Fire Form. The elemental can move through a space as narrow
as 1 inch wide without squeezing. A creature that touches the
Actions elemental or hits it with a melee attack while within 5 feet of
it takes 5 (1d10) fire damage. In addition, the elemental can
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
enter a hostile creatures space and stop there. The first time it
Hit: 18 (3d8 + 5) piercing damage.
enters a creatures space on a turn, that creature takes 5 (1d10)
Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone fire damage and catches fire; until someone takes an action to
creature. Hit: 21 (3d10 + 5) bludgeoning damage. douse the fire, the creature takes 5 (1d10) fire damage at the
start of each of its turns.
Actions
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) bludgeoning damage.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone
creature. Hit: 8 (2d4 + 3) bludgeoning damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
25 (+7) 9 (1) 23 (+6) 10 (+0) 14 (+2) 13 (+1) 1 (5) 17 (+3) 14 (+2) 16 (+3) 10 (+0) 11 (+0)
Saving Throws Dex +3, Con +10, Cha +5 Skills Arcana +5, Perception +2
Skills Athletics +11, Perception +6 Damage Resistances lightning, necrotic, piercing
Damage Immunities fire Damage Immunities cold, fire, poison
Senses passive Perception 16 Condition Immunities charmed, frightened, paralyzed,
Languages Giant poisoned, prone
Challenge 9 (5,000 XP) Senses darkvision 60 ft., passive Perception 12
Languages Common
Challenge 4 (1,100 XP)
Actions
Multiattack. The giant makes two greatsword attacks. Illumination. The flameskull sheds either dim light in a 15-
Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one foot radius, or bright light in a 15-foot radius and dim light
target. Hit: 28 (6d6 + 7) slashing damage. for an additional 15 feet. It can switch between the options
as an action.
Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one
target. Hit: 29 (4d10 + 7) bludgeoning damage. Magic Resistance. The flameskull has advantage on saving
throws against spells and other magical effects.
With dark skin and flaming red hair, fire giants have
a fearsome reputation as soldiers and conquerors. Rejuvenation. If the flameskull is destroyed, it regains all its hit
points in 1 hour unless holy water is sprinkled on its remains or
They dwell among volcanoes, lava flows, and rocky
a dispel magic or remove curse spell is cast on them.
mountains, and are known for their ability to burn,
plunder, and destroy. Spellcasting. The flameskull is a 5th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 13, +5 to
hit with spell attacks). It requires no somatic or material
components to cast its spells. The flameskull has the following
wizard spells prepared:
Cantrip (at will): mage hand
1st level (3 slots): magic missile, shield
2nd level (2 slots): blur, flaming sphere
3rd level (1 slot): fireball
Actions
Multiattack. The flameskull uses Fire Ray twice.
Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft., one target.
Hit: 10 (3d6) fire damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 9 (1) 18 (+4) 6 (2) 10 (+0) 5 (3) 4 (3) 18 (+4) 11 (+0) 2 (4) 12 (+1) 5 (3)
Damage Immunities lightning, poison; bludgeoning, piercing, Senses blindsight 10 ft., passive Perception 11
and slashing from nonmagical attacks that arent adamantine Languages
Condition Immunities charmed, exhaustion, frightened, Challenge 1/8 (25 XP)
paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator Flyby. The snake doesnt provoke opportunity attacks when it
but cant speak flies out of an enemys reach.
Challenge 5 (1,800 XP)
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Berserk. Whenever the golem starts its turn with 40 hit points
Hit: 1 piercing damage plus 7 (3d4) poison damage.
or fewer, roll a d6. On a 6, the golem goes berserk. On each of
its turns while berserk, the golem attacks the nearest creature A flying snake is a brightly colored, winged serpent
it can see. If no creature is near enough to move to and attack, found in remote jungles.
the golem attacks an object, with preference for an object
smaller than itself. Once the golem goes berserk, it continues
to do so until it is destroyed or regains all its hit points. Flying Sword
The golems creator, if within 60 feet of the berserk golem, Small construct, unaligned
can try to calm it by speaking firmly and persuasively. The
golem must be able to hear its creator, who must take an Armor Class 17 (natural armor)
action to make a DC 15 Charisma (Persuasion) check. If the Hit Points 17 (5d6)
check succeeds, the golem ceases being berserk. If it takes Speed 0 ft., fly 50 ft. (hover)
damage while still at 40 hit points or fewer, the golem might go
berserk again. STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 11 (+0) 1 (5) 5 (3) 1 (5)
Aversion of Fire. If the golem takes fire damage, it has
disadvantage on attack rolls and ability checks until the end of Saving Throws Dex +4
its next turn. Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, frightened,
Immutable Form. The golem is immune to any spell or effect paralyzed, petrified, poisoned
that would alter its form. Senses blindsight 60 ft. (blind beyond this radius),
Lightning Absorption. Whenever the golem is subjected to passive Perception 7
Languages
lightning damage, it takes no damage and instead regains a
Challenge 1/4 (50 XP)
number of hit points equal to the lightning damage dealt.
Magic Resistance. The golem has advantage on saving throws
Antimagic Susceptibility. The sword is incapacitated while in
against spells and other magical effects.
the area of an antimagic field. If targeted by dispel magic, the
Magic Weapons. The golems weapon attacks are magical. sword must succeed on a Constitution saving throw against the
casters spell save DC or fall unconscious for 1 minute.
Actions
False Appearance. While the sword remains motionless and
Multiattack. The golem makes two slam attacks. isnt flying, it is indistinguishable from a normal sword.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) bludgeoning damage.
Actions
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one
A flesh golem is a grisly assortment of humanoid body target. Hit: 5 (1d8 + 1) slashing damage.
parts stitched and bolted together into a muscled
brute imbued with formidable strength. Powerful A magically animated flying sword dances through the
enchantments protect it, deflecting spells and all but the air, fighting like a warrior that cant be injured.
most potent weapons.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 (5) 13 (+1) 8 (1) 1 (5) 8 (1) 3 (4) 15 (+2) 11 (+0) 16 (+3) 6 (2) 11 (+0) 7 (2)
Skills Perception +1, Stealth +3 Damage Resistances bludgeoning, piercing, and slashing from
Senses darkvision 30 ft., passive Perception 11 nonmagical attacks that arent adamantine
Languages Damage Immunities poison
Challenge 0 (0 XP) Condition Immunities exhaustion, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Terran
Amphibious. The frog can breathe air and water. Challenge 2 (450 XP)
Standing Leap. The frogs long jump is up to 10 feet and its
high jump is up to 5 feet, with or without a running start. False Appearance. While the gargoyle remains motionless, it is
A frog has no effective attacks. It feeds on small indistinguishable from an inanimate statue.
insects and typically dwells near water, in trees, or
Actions
underground.
Multiattack. The gargoyle makes two attacks: one with its bite
and one with its claws.
Frost Giant Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Huge giant, neutral evil
Hit: 5 (1d6 + 2) piercing damage.
Armor Class 15 (patchwork armor) Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit Points 138 (12d12 + 60) Hit: 5 (1d6 + 2) slashing damage.
Speed 40 ft.
These malevolent creatures of elemental earth resemble
STR DEX CON INT WIS CHA grotesque, fiendish statues. A gargoyle lurks among
23 (+6) 9 (1) 21 (+5) 9 (1) 10 (+0) 12 (+1) masonry and ruins, delighting in the terror it creates
when it breaks from its suspended pose.
Saving Throws Con +8, Wis +3, Cha +4
Skills Athletics +9, Perception +3
Damage Immunities cold
Senses passive Perception 13
Languages Giant
Challenge 8 (3,900 XP)
Actions
Multiattack. The giant makes two greataxe attacks.
Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 25 (3d12 + 6) slashing damage.
Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one
target. Hit: 28 (4d10 + 6) bludgeoning damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
7 (2) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 17 (+3) 13 (+1) 15 (+2) 10 (+0) 7 (2) 10 (+0) 6 (2)
Damage Resistances acid, fire, lightning, thunder; bludgeoning, Damage Immunities poison
piercing, and slashing from nonmagical attacks Condition Immunities charmed, exhaustion, poisoned
Damage Immunities cold, necrotic, poison Senses darkvision 60 ft., passive Perception 10
Condition Immunities charmed, exhaustion, frightened, Languages Common
grappled, paralyzed, petrified, poisoned, prone, restrained Challenge 1 (200 XP)
Senses darkvision 60 ft., passive Perception 11
Languages any languages it knew in life
Challenge 4 (1,100 XP) Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
Ethereal Sight. The ghost can see 60 feet into the Ethereal Hit: 9 (2d6 + 2) piercing damage.
Plane when it is on the Material Plane, and vice versa. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Incorporeal Movement. The ghost can move through other Hit: 7 (2d4 + 2) slashing damage. If the target is a creature
creatures and objects as if they were difficult terrain. It takes 5 other than an elf or undead, it must succeed on a DC 10
(1d10) force damage if it ends its turn inside an object. Constitution saving throw or be paralyzed for 1 minute. The
target can repeat the saving throw at the end of each of its
Actions turns, ending the effect on itself on a success.
Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., With their razor-sharp teeth and jagged claws, ghouls
one target. Hit: 17 (4d6 + 3) necrotic damage. roam the night in packs, driven by an insatiable hunger
Etherealness. The ghost enters the Ethereal Plane from the for humanoid flesh.
Material Plane, or vice versa. It is visible on the Material Plane
while it is in the Border Ethereal, and vice versa, yet it cant
affect or be affected by anything on the other plane.
Giant Ape
Huge beast, unaligned
Horrifying Visage. Each non-undead creature within 60 feet
of the ghost that can see it must succeed on a DC 13 Wisdom Armor Class 12
saving throw or be frightened for 1 minute. If the save fails by Hit Points 157 (15d12 + 60)
5 or more, the target also ages 1d4 10 years. A frightened Speed 40 ft., climb 40 ft.
target can repeat the saving throw at the end of each of its
turns, ending the frightened condition on itself on a success. STR DEX CON INT WIS CHA
If a targets saving throw is successful or the effect ends for it, 23 (+6) 14 (+2) 18 (+4) 7 (2) 12 (+1) 7 (2)
the target is immune to this ghosts Horrifying Visage for the
next 24 hours. The aging effect can be reversed with a greater Skills Athletics +9, Perception +4
Senses passive Perception 14
restoration spell, but only within 24 hours of it occurring.
Languages
Possession (Recharge 6). One humanoid that the ghost can see Challenge 7 (2,900 XP)
within 5 feet of it must succeed on a DC 13 Charisma saving
throw or be possessed by the ghost; the ghost then disappears,
and the target is incapacitated and loses control of its body. Actions
The ghost now controls the body but doesnt deprive the target Multiattack. The ape makes two fist attacks.
of awareness. The ghost cant be targeted by any attack, spell,
or other effect, except ones that turn undead, and it retains its Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
alignment, Intelligence, Wisdom, Charisma, and immunity to Hit: 22 (3d10 + 6) bludgeoning damage.
being charmed and frightened. It otherwise uses the possessed Rock. Ranged Weapon Attack: +9 to hit, range 50/100 ft., one
targets statistics, but doesnt gain access to the targets target. Hit: 30 (7d6 + 6) bludgeoning damage.
knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points,
the ghost ends it as a bonus action, or the ghost is turned or
forced out by an effect like the dispel evil and good spell. When
the possession ends, the ghost reappears in an unoccupied
space within 5 feet of the body. The target is immune to this
ghosts Possession for 24 hours after succeeding on the saving
throw or after the possession ends.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 10 (+0) 15 (+2) 2 (4) 12 (+1) 5 (3) 17 (+3) 10 (+0) 16 (+3) 2 (4) 7 (2) 5 (3)
Keen Smell. The badger has advantage on Wisdom (Perception) Charge. If the boar moves at least 20 feet straight toward a
checks that rely on smell. target and then hits it with a tusk attack on the same turn, the
target takes an extra 7 (2d6) slashing damage. If the target is a
Actions creature, it must succeed on a DC 13 Strength saving throw or
Multiattack. The badger makes two attacks: one with its bite be knocked prone.
and one with its claws. Relentless (Recharges after a Short or Long Rest). If the boar
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. takes 10 damage or less that would reduce it to 0 hit points, it
Hit: 4 (1d6 + 1) piercing damage. is reduced to 1 hit point instead.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Actions
Hit: 6 (2d4 + 1) slashing damage.
Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage.
Giant Bat
Large beast, unaligned
Giant Centipede
Small beast, unaligned
Armor Class 13
Hit Points 22 (4d10)
Armor Class 13 (natural armor)
Speed 10 ft., fly 60 ft.
Hit Points 4 (1d6 + 1)
Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 11 (+0) 2 (4) 12 (+1) 6 (2)
STR DEX CON INT WIS CHA
5 (3) 14 (+2) 12 (+1) 1 (5) 7 (2) 3 (4)
Senses blindsight 60 ft., passive Perception 11
Languages
Senses blindsight 30 ft., passive Perception 8
Challenge 1/4 (50 XP)
Languages
Challenge 1/4 (50 XP)
Echolocation. The bat cant use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom (Perception) Actions
checks that rely on hearing.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Actions Hit: 4 (1d4 + 2) piercing damage, and the target must succeed
on a DC 11 Constitution saving throw or take 10 (3d6) poison
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. damage. If the poison damage reduces the target to 0 hit
Hit: 5 (1d6 + 2) piercing damage. points, the target is stable but poisoned for 1 hour, even
after regaining hit points, and is paralyzed while poisoned
in this way.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 12 (+1) 1 (5) 10 (+0) 3 (4) 21 (+5) 9 (1) 17 (+3) 2 (4) 10 (+0) 7 (2)
Actions Hold Breath. The crocodile can hold its breath for 30 minutes.
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Actions
Hit: 11 (2d6 + 4) piercing damage.
Multiattack. The crocodile makes two attacks: one with its bite
Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one and one with its tail.
creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
target is grappled (escape DC 16). Until this grapple ends,
Hit: 21 (3d10 + 5) piercing damage, and the target is grappled
the creature is restrained, and the snake cant constrict
(escape DC 16). Until this grapple ends, the target is
another target.
restrained, and the crocodile cant bite another target.
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target
Giant Crab not grappled by the crocodile. Hit: 14 (2d8 + 5) bludgeoning
Medium beast, unaligned
damage. If the target is a creature, it must succeed on a DC 16
Strength saving throw or be knocked prone.
Armor Class 15 (natural armor)
Hit Points 13 (3d8)
Speed 30 ft., swim 30 ft. Giant Eagle
Large beast, neutral good
STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 11 (+0) 1 (5) 9 (1) 3 (4) Armor Class 13
Hit Points 26 (4d10 + 4)
Skills Stealth +4 Speed 10 ft., fly 80 ft.
Senses blindsight 30 ft., passive Perception 9
Languages STR DEX CON INT WIS CHA
Challenge 1/8 (25 XP) 16 (+3) 17 (+3) 13 (+1) 8 (1) 14 (+2) 10 (+0)
Amphibious. The crab can breathe air and water. Skills Perception +4
Senses passive Perception 14
Actions Languages Giant Eagle, understands Common and Auran but
cant speak them
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Challenge 1 (200 XP)
Hit: 4 (1d6 + 1) bludgeoning damage, and the target is
grappled (escape DC 11). The crab has two claws, each of
which can grapple only one target. Keen Sight. The eagle has advantage on Wisdom (Perception)
checks that rely on sight.
Actions
Multiattack. The eagle makes two attacks: one with its beak
and one with its talons.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) piercing damage.
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 14 (+2) 7 (2) 14 (+2) 10 (+0) 12 (+1) 13 (+1) 11 (+0) 2 (4) 10 (+0) 3 (4)
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone Swallow. The frog makes one bite attack against a Small or
creature. Hit: 22 (4d8 + 4) bludgeoning damage. smaller target it is grappling. If the attack hits, the target is
swallowed, and the grapple ends. The swallowed target is
blinded and restrained, it has total cover against attacks and
Giant Fire Beetle other effects outside the frog, and it takes 5 (2d4) acid damage
at the start of each of the frogs turns. The frog can have only
Small beast, unaligned
one target swallowed at a time.
Armor Class 13 (natural armor) If the frog dies, a swallowed creature is no longer restrained
Hit Points 4 (1d6 + 1) by it and can escape from the corpse using 5 feet of movement,
Speed 30 ft. exiting prone.
Illumination. The beetle sheds bright light in a 10-foot radius STR DEX CON INT WIS CHA
and dim light for an additional 10 feet. 17 (+3) 11 (+0) 12 (+1) 3 (4) 12 (+1) 6 (2)
Actions
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (2d4 + 3) bludgeoning damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 2 (4) 12 (+1) 7 (2) 17 (+3) 13 (+1) 13 (+1) 4 (3) 10 (+0) 4 (3)
Rampage. When the hyena reduces a creature to 0 hit points Hold Breath. While out of water, the octopus can hold its
with a melee attack on its turn, the hyena can take a bonus breath for 1 hour.
action to move up to half its speed and make a bite attack.
Underwater Camouflage. The octopus has advantage on
Actions Dexterity (Stealth) checks made while underwater.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Water Breathing. The octopus can breathe only underwater.
Hit: 10 (2d6 + 3) piercing damage.
Actions
Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one
Giant Lizard target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a
Large beast, unaligned creature, it is grappled (escape DC 16). Until this grapple ends,
the target is restrained, and the octopus cant use its tentacles
Armor Class 12 (natural armor) on another target.
Hit Points 19 (3d10 + 3)
Speed 30 ft., climb 30 ft. Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-
radius cloud of ink extends all around the octopus if it is
STR DEX CON INT WIS CHA underwater. The area is heavily obscured for 1 minute,
15 (+2) 12 (+1) 13 (+1) 2 (4) 10 (+0) 5 (3) although a significant current can disperse the ink. After
releasing the ink, the octopus can use the Dash action as a
Senses darkvision 30 ft., passive Perception 10 bonus action.
Languages
Challenge 1/4 (50 XP)
Giant Owl
Large beast, neutral
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Armor Class 12
Hit: 6 (1d8 + 2) piercing damage. Hit Points 19 (3d10 + 3)
Speed 5 ft., fly 60 ft.
Giant lizards are fearsome predators often used as
mounts or draft animals by reptilian humanoids and STR DEX CON INT WIS CHA
residents of the Underdark. 13 (+1) 15 (+2) 12 (+1) 8 (1) 13 (+1) 10 (+0)
Actions
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 8 (2d6 + 1) slashing damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 13 (+1) 2 (4) 10 (+0) 3 (4) 15 (+2) 13 (+1) 15 (+2) 1 (5) 9 (1) 3 (4)
Actions
Actions Multiattack. The scorpion makes three attacks: two with its
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. claws and one with its sting.
Hit: 6 (1d4 + 4) piercing damage, and the target must make
a DC 11 Constitution saving throw, taking 10 (3d6) poison Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
damage on a failed save, or half as much damage on a Hit: 6 (1d8 + 2) bludgeoning damage, and the target is
successful one. grappled (escape DC 12). The scorpion has two claws, each of
which can grapple only one target.
Giant Rat Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 7 (1d10 + 2) piercing damage, and the target must make
Small beast, unaligned
a DC 12 Constitution saving throw, taking 22 (4d10) poison
damage on a failed save, or half as much damage on a
Armor Class 12
successful one.
Hit Points 7 (2d6)
Speed 30 ft.
Actions Charge. If the sea horse moves at least 20 feet straight toward
a target and then hits it with a ram attack on the same turn, the
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
target takes an extra 7 (2d6) bludgeoning damage. If the target
Hit: 4 (1d4 + 2) piercing damage.
is a creature, it must succeed on a DC 11 Strength saving throw
or be knocked prone.
Water Breathing. The sea horse can breathe only underwater.
Actions
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) bludgeoning damage.
Armor Class 14 (natural armor) Swallow. The toad makes one bite attack against a Medium
Hit Points 26 (4d10 + 4) or smaller target it is grappling. If the attack hits, the target
Speed 30 ft., climb 30 ft. is swallowed, and the grapple ends. The swallowed target
is blinded and restrained, it has total cover against attacks
STR DEX CON INT WIS CHA and other effects outside the toad, and it takes 10 (3d6) acid
14 (+2) 16 (+3) 12 (+1) 2 (4) 11 (+0) 4 (3) damage at the start of each of the toads turns. The toad can
have only one target swallowed at a time.
Skills Stealth +7 If the toad dies, a swallowed creature is no longer restrained
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10 by it and can escape from the corpse using 5 feet of movement,
Languages exiting prone.
Challenge 1 (200 XP)
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 7 (1d8 + 3) piercing damage, and the target must make a
DC 11 Constitution saving throw, taking 9 (2d8) poison damage
on a failed save, or half as much damage on a successful one.
If the poison damage reduces the target to 0 hit points, the
target is stable but poisoned for 1 hour, even after regaining hit
points, and is paralyzed while poisoned in this way.
Web (Recharge 56). Ranged Weapon Attack: +5 to hit,
range 30/60 ft., one creature. Hit: The target is restrained by
webbing. As an action, the restrained target can make a DC
12 Strength check, bursting the webbing on a success. The
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 15 (+2) 6 (2) 12 (+1) 7 (2) 11 (+0) 16 (+3) 10 (+0) 4 (3) 12 (+1) 5 (3)
Keen Sight and Smell. The vulture has advantage on Wisdom Keen Hearing and Smell. The weasel has advantage on Wisdom
(Perception) checks that rely on sight or smell. (Perception) checks that rely on hearing or smell.
Pack Tactics. The vulture has advantage on an attack roll Actions
against a creature if at least one of the vultures allies is within
5 feet of the creature and the ally isnt incapacitated. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) piercing damage.
Actions
Multiattack. The vulture makes two attacks: one with its beak Giant Wolf Spider
and one with its talons. Medium beast, unaligned
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Armor Class 13
Hit: 7 (2d4 + 2) piercing damage. Hit Points 11 (2d8 + 2)
Speed 40 ft., climb 40 ft.
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 9 (2d6 + 2) slashing damage. STR DEX CON INT WIS CHA
A giant vulture has advanced intelligence and a 12 (+1) 16 (+3) 13 (+1) 3 (4) 12 (+1) 4 (3)
malevolent bent.
Skills Perception +3, Stealth +7
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
Giant Wasp Languages
Medium beast, unaligned Challenge 1/4 (50 XP)
Armor Class 12
Spider Climb. The spider can climb difficult surfaces, including
Hit Points 13 (3d8)
upside down on ceilings, without needing to make an
Speed 10 ft., fly 50 ft.
ability check.
STR DEX CON INT WIS CHA Web Sense. While in contact with a web, the spider knows
10 (+0) 14 (+2) 10 (+0) 1 (5) 10 (+0) 3 (4) the exact location of any other creature in contact with
the same web.
Senses passive Perception 10
Languages Web Walker. The spider ignores movement restrictions
Challenge 1/2 (100 XP) caused by webbing.
Actions
Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must make a
Hit: 5 (1d6 + 2) piercing damage, and the target must make DC 11 Constitution saving throw, taking 7 (2d6) poison damage
a DC 11 Constitution saving throw, taking 10 (3d6) poison on a failed save, or half as much damage on a successful one.
damage on a failed save, or half as much damage on a If the poison damage reduces the target to 0 hit points, the
successful one. If the poison damage reduces the target to 0 target is stable but poisoned for 1 hour, even after regaining hit
hit points, the target is stable but poisoned for 1 hour, even points, and is paralyzed while poisoned in this way.
after regaining hit points, and is paralyzed while poisoned
Giant wolf spiders hunt prey across open ground or
in this way.
hide in burrows or crevices to attack from ambush.
Armor Class 15 (hide armor, shield) Armor Class 15 (leather armor, shield)
Hit Points 22 (5d8) Hit Points 7 (2d6)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 11 (+0) 6 (2) 10 (+0) 7 (2) 8 (1) 14 (+2) 10 (+0) 10 (+0) 8 (1) 8 (1)
Actions Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Hit: 4 (1d4 + 2) piercing damage. target. Hit: 5 (1d6 + 2) slashing damage.
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft.,
range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or one target. Hit: 5 (1d6 + 2) piercing damage.
6 (1d8 + 2) piercing damage if used with two hands to make a Goblins are small, black-hearted humanoids that lair
melee attack. in despoiled dungeons and other dismal settings.
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., Individually weak, they gather in large numbers to
one target. Hit: 5 (1d8 + 1) piercing damage. torment other creatures.
Gnolls are feral, hyena-headed humanoids that attack
without warning, slaughtering their victims and Grick
devouring their flesh. Medium monstrosity, neutral
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Skills Perception +4
Hit: 11 (2d6 + 4) slashing damage. Senses passive Perception 14
Languages
A griffon is a ferocious avian carnivore with the
Challenge 0 (10 XP)
muscular body of a lion and the head, forelegs, and
wings of an eagle.
Keen Sight. The hawk has advantage on Wisdom (Perception)
checks that rely on sight.
Harpy
Medium monstrosity, chaotic evil Actions
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Armor Class 11
Hit: 1 slashing damage.
Hit Points 38 (7d8 + 7)
Speed 20 ft., fly 40 ft.
Actions
Multiattack. The harpy makes two attacks: one with its claws
and one with its club.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 6 (2d4 + 1) slashing damage.
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 3 (1d4 + 1) bludgeoning damage.
Luring Song. The harpy sings a magical melody. Every
humanoid and giant within 300 feet of the harpy that can hear
the song must succeed on a DC 11 Wisdom saving throw or
be charmed until the song ends. The harpy must take a bonus
action on its subsequent turns to continue singing. It can stop
singing at any time. The song ends if the harpy is incapacitated.
While charmed by the harpy, a target is incapacitated and
ignores the songs of other harpies. If the charmed target is
more than 5 feet away from the harpy, the target must move on
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 14 (+2) 6 (2) 13 (+1) 6 (2) 17 (+3) 13 (+1) 13 (+1) 2 (4) 12 (+1) 8 (1)
Armor Class 13 (natural armor) STR DEX CON INT WIS CHA
Hit Points 105 (10d12 + 40) 13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 9 (1)
Speed 40 ft.
Senses darkvision 60 ft., passive Perception 10
STR DEX CON INT WIS CHA Languages Common, Goblin
21 (+5) 8 (1) 19 (+4) 5 (3) 9 (1) 6 (2) Challenge 1/2 (100 XP)
Skills Perception +2
Martial Advantage. Once per turn, the hobgoblin can deal an
Senses passive Perception 12
extra 7 (2d6) damage to a creature it hits with a weapon attack
Languages Giant
Challenge 5 (1,800 XP) if that creature is within 5 feet of an ally of the hobgoblin that
isnt incapacitated.
Actions Actions
Multiattack. The giant makes two greatclub attacks. Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1)
Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one slashing damage if used with two hands.
target. Hit: 18 (3d8 + 5) bludgeoning damage.
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft.,
Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one one target. Hit: 5 (1d8 + 1) piercing damage.
target. Hit: 21 (3d10 + 5) bludgeoning damage.
Hobgoblins are large goblinoids with dark orange
Hill giants are selfish, dimwitted brutes that hunt and or red-orange skin. A hobgoblin measures virtue by
raid in constant search of food. Their skins are tan physical strength and martial prowess, caring about
from lives spent beneath the sun, and their weapons are nothing except skill and cunning in battle.
uprooted trees and rocks pulled from the earth.
Blood Frenzy. The shark has advantage on melee attack rolls STR DEX CON INT WIS CHA
against any creature that doesnt have all its hit points. 11 (+0) 13 (+1) 12 (+1) 2 (4) 12 (+1) 5 (3)
Water Breathing. The shark can breathe only underwater. Skills Perception +3
Senses passive Perception 13
Actions Languages
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Challenge 0 (10 XP)
Hit: 13 (2d8 + 4) piercing damage.
A hunter shark is 15 to 20 feet long, and usually hunts Pack Tactics. The hyena has advantage on an attack roll against
a creature if at least one of the hyenas allies is within 5 feet of
alone in deep waters.
the creature and the ally isnt incapacitated.
Hydra Actions
Huge monstrosity, unaligned Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 3 (1d6) piercing damage.
Armor Class 15 (natural armor)
Hit Points 172 (15d12 + 75)
Speed 30 ft., swim 30 ft. Jackal
Small beast, unaligned
STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 20 (+5) 2 (4) 10 (+0) 7 (2) Armor Class 12
Hit Points 3 (1d6)
Skills Perception +6 Speed 40 ft.
Senses darkvision 60 ft., passive Perception 16
Languages STR DEX CON INT WIS CHA
Challenge 8 (3,900 XP) 8 (1) 15 (+2) 11 (+0) 3 (4) 12 (+1) 6 (2)
Skills Perception +3
Hold Breath. The hydra can hold its breath for 1 hour.
Senses passive Perception 13
Multiple Heads. The hydra has five heads. While it has more Languages
than one head, the hydra has advantage on saving throws Challenge 0 (10 XP)
against being blinded, charmed, deafened, frightened,
stunned, and knocked unconscious. Keen Hearing and Smell. The jackal has advantage on Wisdom
Whenever the hydra takes 25 or more damage in a single (Perception) checks that rely on hearing or smell.
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 Pack Tactics. The jackal has advantage on an attack roll against
that died since its last turn, unless it has taken fire damage a creature if at least one of the jackals allies is within 5 feet of
since its last turn. The hydra regains 10 hit points for each head the creature and the ally isnt incapacitated.
regrown in this way.
Actions
Reactive Heads. For each head the hydra has beyond
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
one, it gets an extra reaction that can be used only for
Hit: 1 (1d4 1) piercing damage.
opportunity attacks.
Wakeful. While the hydra sleeps, at least one of its
heads is awake.
Actions
Multiattack. The hydra makes as many bite attacks as
it has heads.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 13 (+1) 3 (4) 12 (+1) 7 (2) 17 (+3) 15 (+2) 13 (+1) 3 (4) 12 (+1) 8 (1)
Echolocation. The whale cant use its blindsight Keen Smell. The lion has advantage on Wisdom (Perception)
while deafened. checks that rely on smell.
Hold Breath. The whale can hold its breath for 30 minutes. Pack Tactics. The lion has advantage on an attack roll against a
creature if at least one of the lions allies is within 5 feet of the
Keen Hearing. The whale has advantage on Wisdom
creature and the ally isnt incapacitated.
(Perception) checks that rely on hearing.
Pounce. If the lion moves at least 20 feet straight toward a
Actions creature and then hits it with a claw attack on the same turn,
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. that target must succeed on a DC 13 Strength saving throw or
Hit: 21 (5d6 + 4) piercing damage. be knocked prone. If the target is prone, the lion can make one
bite attack against it as a bonus action.
Kobold Running Leap. With a 10-foot running start, the lion can long
jump up to 25 feet.
Small humanoid (kobold), lawful evil
Armor Class 12
Actions
Hit Points 5 (2d6 2) Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Speed 30 ft. Hit: 7 (1d8 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
STR DEX CON INT WIS CHA
Hit: 6 (1d6 + 3) slashing damage.
7 (2) 15 (+2) 9 (1) 8 (1) 7 (2) 8 (1)
Actions Tail Spike Regrowth. The manticore has twenty-four tail spikes.
Multiattack. The lizardfolk makes two melee attacks, each one Used spikes regrow when the manticore finishes a long rest.
with a different weapon.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Actions
Hit: 5 (1d6 + 2) piercing damage. Multiattack. The manticore makes three attacks: one with its
bite and two with its claws or three with its tail spikes.
Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) bludgeoning damage. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage.
Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage. Tail Spike. Ranged Weapon Attack: +5 to hit, range 100/200 ft.,
one target. Hit: 7 (1d8 + 3) piercing damage.
Lizardfolk are primitive reptilian humanoids that lurk in
swamps and jungles. Fiercely territorial, they kill when A manticore has a vaguely humanoid head, the body
it is expedient and do whatever it takes to survive. of a lion, and the wings of a dragon. Its long tail ends
in a cluster of deadly spikes that can impale prey at
impressive range.
Mammoth
Huge beast, unaligned
Mastiff
Armor Class 13 (natural armor) Medium beast, unaligned
Hit Points 126 (11d12 + 55)
Speed 40 ft. Armor Class 12
Hit Points 5 (1d8 + 1)
STR DEX CON INT WIS CHA Speed 40 ft.
24 (+7) 9 (1) 21 (+5) 3 (4) 11 (+0) 6 (2)
STR DEX CON INT WIS CHA
Senses passive Perception 10 13 (+1) 14 (+2) 12 (+1) 3 (4) 12 (+1) 7 (2)
Languages
Challenge 6 (2,300 XP) Skills Perception +3
Senses passive Perception 13
Languages
Trampling Charge. If the mammoth moves at least 20 feet Challenge 1/8 (25 XP)
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, Keen Hearing and Smell. The mastiff has advantage on
the mammoth can make one stomp attack against it as a Wisdom (Perception) checks that rely on hearing or smell.
bonus action.
Actions
Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 4 (1d6 + 1) piercing damage. If the target is a creature, it must
Hit: 25 (4d8 + 7) piercing damage. succeed on a DC 11 Strength saving throw or be knocked prone.
Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone Mastiffs are impressive hounds prized by humanoids
creature. Hit: 29 (4d10 + 7) bludgeoning damage. for their loyalty and keen senses.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 16 (+3) 12 (+1) 13 (+1) 15 (+2) 10 (+0) 13 (+1) 12 (+1) 11 (+0) 11 (+0) 12 (+1)
Skills Deception +5, Insight +4, Perception +4, Stealth +5 Skills Perception +2
Senses darkvision 60 ft., passive Perception 14 Senses passive Perception 12
Languages Common Languages Aquan, Common
Challenge 6 (2,300 XP) Challenge 1/8 (25 XP)
Petrifying Gaze. When a creature that can see the medusas Amphibious. The merfolk can breathe air and water.
eyes starts its turn within 30 feet of the medusa, the medusa
can force it to make a DC 14 Constitution saving throw if Actions
the medusa isnt incapacitated and can see the creature. If Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft.
the saving throw fails by 5 or more, the creature is instantly or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage,
petrified. Otherwise, a creature that fails the save begins to or 4 (1d8) piercing damage if used with two hands to make a
turn to stone and is restrained. The restrained creature must melee attack.
repeat the saving throw at the end of its next turn, becoming
petrified on a failure or ending the effect on a success. The Merfolk are aquatic humanoids with the lower body of a
petrification lasts until the creature is freed by the greater fish. They live in small tribes beneath the waves.
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
Minotaur
Large monstrosity, chaotic evil
cant 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
Armor Class 14 (natural armor)
meantime, it must immediately make the save.
Hit Points 76 (9d10 + 27)
If the medusa sees itself reflected on a polished surface Speed 40 ft.
within 30 feet of it and in an area of bright light, the medusa is,
due to its curse, affected by its own gaze. STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 6 (2) 16 (+3) 9 (1)
Actions
Multiattack. The medusa makes either three melee attacks Skills Perception +7
one with its snake hair and two with its shortswordor two Senses darkvision 60 ft., passive Perception 17
ranged attacks with its longbow. Languages Abyssal
Challenge 3 (700 XP)
Snake Hair. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 4 (1d4 + 2) piercing damage plus 14 (4d6)
poison damage. 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
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target takes an extra 9 (2d8) piercing damage. If the target is a
target. Hit: 5 (1d6 + 2) piercing damage. creature, it must succeed on a DC 14 Strength saving throw or
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 be pushed up to 10 feet away and knocked prone.
ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) Labyrinthine Recall. The minotaur can perfectly recall any path
poison damage. it has traveled.
A victim of a terrible curse, the serpent-haired medusa Reckless. At the start of its turn, the minotaur can gain
petrifies all those who gaze upon it, turning creatures advantage on all melee weapon attack rolls it makes during
into stone monuments to its corruption. that turn, but attack rolls against it have advantage until the
start of its next turn.
Actions
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 17 (2d12 + 4) slashing damage.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) piercing damage.
STR DEX CON INT WIS CHA Rotting Gaze. The nothic targets one creature it can see
16 (+3) 8 (1) 15 (+2) 6 (2) 10 (+0) 12 (+1) within 30 feet of it. The target must succeed on a DC 12
Constitution saving throw against this magic or take 10 (3d6)
Saving Throws Wis +2 necrotic damage.
Damage Vulnerabilities fire
Weird Insight. The nothic targets one creature it can see within
Damage Resistances bludgeoning, piercing, and slashing from
30 feet of it. The target must contest its Charisma (Deception)
nonmagical attacks
Damage Immunities necrotic, poison check against the nothics Wisdom (Insight) check. If the
Condition Immunities charmed, exhaustion, frightened, nothic wins, it magically learns one fact or secret about
paralyzed, poisoned the target. The target automatically wins if it is immune to
Senses darkvision 60 ft., passive Perception 10 being charmed.
Languages the languages it knew in life
A nothic is a monstrous creature with terrible talons and
Challenge 3 (700 XP)
a single great eye. When driven to violence, it uses its
horrific gaze to rot the flesh from its enemies bones.
Actions
Multiattack. The mummy can use its Dreadful Glare and
makes one attack with its rotting fist.
Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6)
necrotic damage. If the target is a creature, it must succeed on
a DC 12 Constitution saving throw or be cursed with mummy
rot. The cursed target cant regain hit points, and its hit point
maximum decreases by 10 (3d6) for every 24 hours that elapse.
If the curse reduces the targets hit point maximum to 0, the
target dies, and its body turns to dust. The curse lasts until
removed by the remove curse spell or other magic.
Dreadful Glare. The mummy targets one creature it can see
within 60 feet of it. If the target can see the mummy, it must
succeed on a DC 11 Wisdom saving throw against this magic
or become frightened until the end of the mummys next
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 6 (2) 14 (+2) 2 (4) 6 (2) 1 (5) 4 (3) 15 (+2) 11 (+0) 3 (4) 10 (+0) 4 (3)
Actions
Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 7 (2) 11 (+0) 10 (+0) 20 (+5) 12 (+1) 17 (+3) 3 (4) 12 (+1) 7 (2)
Aggressive. As a bonus action, the orc can move up to its speed Keen Sight and Smell. The owlbear has advantage on Wisdom
toward a hostile creature that it can see. (Perception) checks that rely on sight or smell.
Actions Actions
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one Multiattack. The owlbear makes two attacks: one with its beak
target. Hit: 9 (1d12 + 3) slashing damage. and one with its claws.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Hit: 10 (1d10 + 5) piercing damage.
Orcs are savage humanoids with stooped postures, Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
piggish faces, and prominent teeth that resemble tusks. Hit: 14 (2d8 + 5) slashing damage.
They gather in tribes that satisfy their bloodlust by
A monstrous cross between giant owl and bear, an
slaying any humanoids that stand against them.
owlbears reputation for ferocity and aggression makes
it one of the most feared predators of the wild.
Owl
Tiny beast, unaligned
Panther
Medium beast, unaligned
Armor Class 11
Hit Points 1 (1d4 1)
Speed 5 ft., fly 60 ft. Armor Class 12
Hit Points 13 (3d8)
Speed 50 ft., climb 40 ft.
STR DEX CON INT WIS CHA
3 (4) 13 (+1) 8 (1) 2 (4) 12 (+1) 7 (2)
STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 10 (+0) 3 (4) 14 (+2) 7 (2)
Skills Perception +3, Stealth +3
Senses darkvision 120 ft., passive Perception 13
Languages Skills Perception +4, Stealth +6
Challenge 0 (10 XP) Senses passive Perception 14
Languages
Challenge 1/4 (50 XP)
Flyby. The owl doesnt provoke opportunity attacks when it
flies out of an enemys reach.
Keen Smell. The panther has advantage on Wisdom
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on smell.
(Perception) checks that rely on hearing or sight.
Pounce. If the panther moves at least 20 feet straight toward a
Actions 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
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. be knocked prone. If the target is prone, the panther can make
Hit: 1 slashing damage. one bite attack against it as a bonus action.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) slashing damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 10 (+0) 15 (+2) 13 (+1) 18 (+4) 15 (+2) 16 (+3) 2 (4) 12 (+1) 5 (3)
Saving Throws Dex +4, Wis +4, Cha +3 Skills Perception +3, Stealth +4
Skills Perception +6 Senses passive Perception 13
Senses passive Perception 16 Languages
Languages understands Celestial, Common, Elvish, and Sylvan Challenge 2 (450 XP)
but cant speak
Challenge 2 (450 XP)
Hold Breath. The plesiosaurus can hold its breath for 1 hour.
Actions Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage. Hit: 14 (3d6 + 4) piercing damage.
The white winged horses known as pegasi soar through This predatory marine reptile and cousin to the
the skies, a vision of grace and majesty. dinosaurs attacks any creature it encounters. Its long,
flexible neck lets it twist in any direction to deliver a
powerful bite.
Phase Spider
Large monstrosity, unaligned
Poisonous Snake
Armor Class 13 (natural armor) Tiny beast, unaligned
Hit Points 32 (5d10 + 5)
Speed 30 ft., climb 30 ft. Armor Class 13
Hit Points 2 (1d4)
STR DEX CON INT WIS CHA Speed 30 ft., swim 30 ft.
15 (+2) 15 (+2) 12 (+1) 6 (2) 10 (+0) 6 (2)
STR DEX CON INT WIS CHA
Skills Stealth +6 2 (4) 16 (+3) 11 (+0) 1 (5) 10 (+0) 3 (4)
Senses darkvision 60 ft., passive Perception 10
Languages Senses blindsight 10 ft., passive Perception 10
Challenge 3 (700 XP) Languages
Challenge 1/8 (25 XP)
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 7 (1d10 + 2) piercing damage, and the target must make
a DC 11 Constitution saving throw, taking 18 (4d8) poison
damage on a failed save, or half as much damage on a
successful one. If the poison damage reduces the target to 0
hit points, the target is stable but poisoned for 1 hour, even
after regaining hit points, and is paralyzed while poisoned
in this way.
Armor Class 13 (natural armor) Keen Smell. The rat has advantage on Wisdom (Perception)
Hit Points 13 (3d8) checks that rely on smell.
Speed 10 ft., fly 60 ft.
Actions
STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
12 (+1) 15 (+2) 10 (+0) 2 (4) 9 (1) 5 (3) Hit: 1 piercing damage.
Skills Perception +1
Senses passive Perception 11
Languages
Challenge 1/4 (50 XP)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
2 (4) 14 (+2) 8 (1) 2 (4) 12 (+1) 6 (2) 21 (+5) 8 (1) 15 (+2) 2 (4) 12 (+1) 6 (2)
Actions Actions
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 1 piercing damage. Hit: 14 (2d8 + 5) bludgeoning damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 13 (+1) 1 (5) 10 (+0) 4 (3) 16 (+3) 10 (+0) 12 (+1) 2 (4) 11 (+0) 7 (2)
Actions
Pack Tactics. The shark has advantage on an attack roll against
a creature if at least one of the sharks allies is within 5 feet of Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
the creature and the ally isnt incapacitated. Hit: 8 (2d4 + 3) bludgeoning damage.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) piercing damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 3 (4) 12 (+1) 8 (1) 2 (4) 11 (+0) 8 (1) 1 (5) 8 (1) 2 (4)
Actions
Keen Smell. The tiger has advantage on Wisdom (Perception)
checks that rely on smell. Sting. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
Hit: 1 piercing damage, and the target must make a DC 9
Pounce. If the tiger moves at least 20 feet straight toward a Constitution saving throw, taking 4 (1d8) poison damage on a
creature and then hits it with a claw attack on the same turn, failed save, or half as much damage on a successful one.
that target must succeed on a DC 14 Strength saving throw or
be knocked prone. If the target is prone, the tiger can make one
bite attack against it as a bonus action. Sea Horse
Tiny beast, unaligned
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Armor Class 11
Hit: 10 (1d10 + 5) piercing damage. Hit Points 1 (1d4 1)
Speed 0 ft., swim 20 ft.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) slashing damage. STR DEX CON INT WIS CHA
1 (5) 12 (+1) 8 (1) 1 (5) 10 (+0) 2 (4)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (1) 14 (+2) 14 (+2) 13 (+1) 14 (+2) 11 (+0) 2 (4) 14 (+2) 8 (1) 1 (5) 10 (+0) 2 (4)
Reactions Actions
Spell Reflection. If the spectator makes a successful saving
Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one
throw against a spell, or a spell attack misses it, the spectator
creature. Hit: 5 (1d4 + 3) piercing damage, and the stirge
can choose another creature (including the spellcaster) it can
attaches to the target. While attached, the stirge doesnt
see within 30 feet of it. The spell targets the chosen creature
attack. Instead, at the start of each of the stirges turns, the
instead of the spectator. If the spell forced a saving throw, the
target loses 5 (1d4 + 3) hit points due to blood loss.
chosen creature makes its own save. If the spell was an attack,
The stirge can detach itself by spending 5 feet of its
the attack roll is rerolled against the chosen creature.
movement. It does so after it drains 10 hit points of blood from
A spectator is a lesser type of beholdera foul and the target or the target dies. A creature, including the target,
deadly aberration. It resembles a floating sphere with can use its action to detach the stirge.
a gaping maw and a single great eye, set within four
This horrid monster looks like a cross between a large
eyestalks that shoot forth deadly rays.
bat and an oversized mosquito. Its legs end in sharp
pincers, and its long, needle-like proboscis slashes the
air as it seeks to feed on the blood of living creatures.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22 (+6) 9 (1) 20 (+5) 3 (4) 11 (+0) 1 (5) 5 (3) 15 (+2) 10 (+0) 2 (4) 12 (+1) 4 (3)
Damage Immunities poison, psychic; bludgeoning, piercing, Damage Resistances bludgeoning, piercing, slashing
and slashing from nonmagical attacks that arent adamantine Condition Immunities charmed, frightened, grappled,
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, prone, restrained, stunned
paralyzed, petrified, poisoned Senses blindsight 60 ft., passive Perception 11
Senses darkvision 120 ft., passive Perception 10 Languages
Languages understands the languages of its creator Challenge 1/4 (50 XP)
but cant speak
Challenge 10 (5,900 XP)
Echolocation. The swarm cant use its blindsight
while deafened.
Immutable Form. The golem is immune to any spell or effect
that would alter its form. Keen Hearing. The swarm has advantage on Wisdom
(Perception) checks that rely on hearing.
Magic Resistance. The golem has advantage on saving throws
against spells and other magical effects. Swarm. The swarm can occupy another creatures space and
vice versa, and the swarm can move through any opening large
Magic Weapons. The golems weapon attacks are magical. enough for a Tiny bat. The swarm cant regain hit points or
gain temporary hit points.
Actions
Multiattack. The golem makes two slam attacks. Actions
Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
in the swarms space. Hit: 5 (2d4) piercing damage, or 2 (1d4)
Hit: 19 (3d8 + 6) bludgeoning damage.
piercing damage if the swarm has half of its hit points or fewer.
Slow (Recharge 56). The golem targets one or more creatures
it can see within 10 feet of it. Each target must make a DC 17
Wisdom saving throw against this magic. On a failed save, a Swarm of Insects
target cant use reactions, its speed is halved, and it cant make Medium swarm of Tiny beasts, unaligned
more than one attack on its turn. In addition, the target can
take either an action or a bonus action on its turn, not both. Armor Class 12 (natural armor)
These effects last for 1 minute. A target can repeat the saving Hit Points 22 (5d8)
throw at the end of each of its turns, ending the effect on itself Speed 20 ft., climb 20 ft.
on a success.
STR DEX CON INT WIS CHA
Stone golems are magical constructs cut and chiseled 3 (4) 13 (+1) 10 (+0) 1 (5) 7 (2) 1 (5)
from stone to appear as tall, impressive statues. Like
other golems, they are nearly impervious to spells and Damage Resistances bludgeoning, piercing, slashing
ordinary weapons. Condition Immunities charmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stunned
Senses blindsight 10 ft., passive Perception 8
Languages
Challenge 1/2 (100 XP)
Actions
Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in
the swarms space. Hit: 10 (4d4) piercing damage, or 5 (2d4)
piercing damage if the swarm has half of its hit points or fewer.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (1) 18 (+4) 11 (+0) 1 (5) 10 (+0) 3 (4) 9 (1) 11 (+0) 9 (1) 2 (4) 10 (+0) 3 (4)
Damage Resistances bludgeoning, piercing, slashing Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled, Condition Immunities charmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stunned paralyzed, petrified, prone, restrained, stunned
Senses blindsight 10 ft., passive Perception 10 Senses darkvision 30 ft., passive Perception 10
Languages Languages
Challenge 2 (450 XP) Challenge 1/4 (50 XP)
Swarm. The swarm can occupy another creatures space and Keen Smell. The swarm has advantage on Wisdom (Perception)
vice versa, and the swarm can move through any opening large checks that rely on smell.
enough for a Tiny snake. The swarm cant regain hit points or
Swarm. The swarm can occupy another creatures space and
gain temporary hit points.
vice versa, and the swarm can move through any opening large
Actions enough for a Tiny rat. The swarm cant regain hit points or gain
temporary hit points.
Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature
in the swarms space. Hit: 7 (2d6) piercing damage, or 3 (1d6) Actions
piercing damage if the swarm has half of its hit points or fewer.
Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one target in
The target must make a DC 10 Constitution saving throw,
the swarms space. Hit: 7 (2d6) piercing damage, or 3 (1d6)
taking 14 (4d6) poison damage on a failed save, or half as
piercing damage if the swarm has half of its hit points or fewer.
much damage on a successful one.
Armor Class 12
Armor Class 13
Hit Points 24 (7d8 7)
Hit Points 28 (8d8 8)
Speed 10 ft., fly 50 ft.
Speed 0 ft., swim 40 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
6 (2) 14 (+2) 8 (1) 3 (4) 12 (+1) 6 (2)
13 (+1) 16 (+3) 9 (1) 1 (5) 7 (2) 2 (4)
Skills Perception +5
Damage Resistances bludgeoning, piercing, slashing
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled,
Condition Immunities charmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stunned
paralyzed, petrified, prone, restrained, stunned
Senses darkvision 60 ft., passive Perception 8
Senses passive Perception 15
Languages
Languages
Challenge 1 (200 XP)
Challenge 1/4 (50 XP)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 14 (+2) 3 (4) 12 (+1) 8 (1) 18 (+4) 13 (+1) 20 (+5) 7 (2) 9 (1) 7 (2)
Keen Smell. The tiger has advantage on Wisdom (Perception) Keen Smell. The troll has advantage on Wisdom (Perception)
checks that rely on smell. checks that rely on smell.
Pounce. If the tiger moves at least 20 feet straight toward a Regeneration. The troll regains 10 hit points at the start of its
creature and then hits it with a claw attack on the same turn, turn. If the troll takes acid or fire damage, this trait doesnt
that target must succeed on a DC 13 Strength saving throw or function at the start of the trolls next turn. The troll dies only if
be knocked prone. If the target is prone, the tiger can make one it starts its turn with 0 hit points and doesnt regenerate.
bite attack against it as a bonus action.
Actions
Actions Multiattack. The troll makes three attacks: one with its bite
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. and two with its claws.
Hit: 8 (1d10 + 3) piercing damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Hit: 7 (1d8 + 3) slashing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.
Triceratops Fearsome green-skinned giants, trolls eat anything they
Huge beast, unaligned
can catch and devour. Only acid and fire can arrest the
regenerative properties of a trolls flesh.
Armor Class 13 (natural armor)
Hit Points 95 (10d12 + 30)
Speed 50 ft. Twig Blight
Small plant, neutral evil
STR DEX CON INT WIS CHA
22 (+6) 9 (1) 17 (+3) 2 (4) 11 (+0) 5 (3) Armor Class 13 (natural armor)
Hit Points 4 (1d6 + 1)
Senses passive Perception 10 Speed 20 ft.
Languages
Challenge 5 (1,800 XP) STR DEX CON INT WIS CHA
6 (2) 13 (+1) 12 (+1) 4 (3) 8 (1) 3 (4)
Trampling Charge. If the triceratops moves at least 20 feet
straight toward a creature and then hits it with a gore attack on Skills Stealth +3
the same turn, that target must succeed on a DC 13 Strength Damage Vulnerabilities fire
saving throw or be knocked prone. If the target is prone, Condition Immunities blinded, deafened
Senses blindsight 60 ft. (blind beyond this radius),
the triceratops can make one stomp attack against it as a
passive Perception 9
bonus action.
Languages understands Common but cant speak
Challenge 1/8 (25 XP)
Actions
Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 24 (4d8 + 6) piercing damage. False Appearance. While the blight remains motionless, it is
indistinguishable from a dead shrub.
Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone
creature. Hit: 22 (3d10 + 6) bludgeoning damage Actions
One of the most aggressive of the herbivorous Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
dinosaurs, a triceratops possesses great horns and Hit: 3 (1d4 + 1) piercing damage.
formidable speed, which it uses to gore and trample A twig blight is an awakened plant that resembles a
would-be predators to death. woody shrub that can pull its roots free of the ground.
Its branches twist together to form a humanoid-looking
body with a head and limbs.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 19 (+4) 2 (4) 12 (+1) 9 (1) 18 (+4) 12 (+1) 13 (+1) 2 (4) 12 (+1) 7 (2)
Vulture
Medium beast, unaligned
Armor Class 10
Hit Points 5 (1d8 + 1)
Speed 10 ft., fly 50 ft.
Skills Perception +3
Senses passive Perception 13
Languages
Challenge 0 (10 XP)
Actions
Beak. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) piercing damage.
Actions Wolf
Medium beast, unaligned
Multiattack. The wight makes two longsword attacks or
two longbow attacks. It can use its Life Drain in place of one
Armor Class 13 (natural armor)
longsword attack.
Hit Points 11 (2d8 + 2)
Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one Speed 40 ft.
creature. Hit: 5 (1d6 + 2) necrotic damage. The target must
succeed on a DC 13 Constitution saving throw or its hit point STR DEX CON INT WIS CHA
maximum is reduced by an amount equal to the damage taken. 12 (+1) 15 (+2) 12 (+1) 3 (4) 12 (+1) 6 (2)
This reduction lasts until the target finishes a long rest. The
target dies if this effect reduces its hit point maximum to 0. Skills Perception +3, Stealth +4
A humanoid slain by this attack rises 24 hours later as a Senses passive Perception 13
zombie under the wights control, unless the humanoid is Languages
restored to life or its body is destroyed. The wight can have no Challenge 1/4 (50 XP)
more than twelve zombies under its control at one time.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one Keen Hearing and Smell. The wolf has advantage on Wisdom
target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) (Perception) checks that rely on hearing or smell.
slashing damage if used with two hands. Pack Tactics. The wolf has advantage on attack rolls against a
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., creature if at least one of the wolfs allies is within 5 feet of the
one target. Hit: 6 (1d8 + 2) piercing damage. creature and the ally isnt incapacitated.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 13 (+1) 7 (2) 11 (+0) 8 (1) 18 (+4) 13 (+1) 16 (+3) 8 (1) 12 (+1) 7 (2)
Armor Class 13 (natural armor) Chilling Gaze. The yeti targets one creature it can see within 30
Hit Points 110 (13d10 + 39) feet of it. If the target can see the yeti, the target must succeed
Speed 20 ft., fly 80 ft. on a DC 13 Constitution saving throw against this magic or
take 10 (3d6) cold damage and then be paralyzed for 1 minute,
STR DEX CON INT WIS CHA unless it is immune to cold damage. The target can repeat the
19 (+4) 10 (+0) 16 (+3) 5 (3) 12 (+1) 6 (2) saving throw at the end of each of its turns, ending the effect
on itself on a success. If the targets saving throw is successful,
Skills Perception +4 or if the effect ends on it, the target is immune to the Chilling
Senses darkvision 60 ft., passive Perception 14 Gaze of all yetis (but not abominable yetis) for 1 hour.
Languages
Challenge 6 (2,300 XP) Yeti are hulking monstrosities that stalk alpine peaks
in a ceaseless hunt for food. Their snow-white fur lets
them move like ghosts against the frozen landscape.
Actions
Multiattack. The wyvern makes two attacks: one with its bite
and one with its stinger. While flying, it can use its claws in
place of one other attack.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature.
Hit: 11 (2d6 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) slashing damage.
Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one
creature. Hit: 11 (2d6 + 4) piercing damage. The target must
make a DC 15 Constitution saving throw, taking 24 (7d6)
poison damage on a failed save, or half as much damage on a
successful one.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 17 (+3) 16 (+3) 13 (+1) 15 (+2) 13 (+1) 6 (2) 16 (+3) 3 (4) 6 (2) 5 (3)
Saving Throws Dex +4, Con +6, Wis +4, Cha +5 Saving Throws Wis +0
Skills Deception +5, Perception +7, Stealth +4 Damage Immunities poison
Damage Immunities poison Condition Immunities poisoned
Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8
Senses blindsight 30 ft., darkvision 120 ft., passive Languages understands the languages it knew in life
Perception 17 but cant speak
Languages Common, Draconic Challenge 1/4 (50 XP)
Challenge 8 (3,900 XP)
Undead Fortitude. If damage reduces the zombie to 0 hit
Amphibious. The dragon can breathe air and water. points, it must make a Constitution saving throw with a DC
of 5 + the damage taken, unless the damage is radiant or
Actions from a critical hit. On a success, the zombie drops to 1 hit
Multiattack. The dragon makes three attacks: one with its bite point instead.
and two with its claws.
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6)
Hit: 4 (1d6 + 1) bludgeoning damage.
poison damage.
Undead zombies move with a jerky, uneven gait. They
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
are clad in the moldering apparel they wore when put to
Hit: 11 (2d6 + 4) slashing damage.
rest, and carry the stench of decay.
Poison Breath (Recharge 56). The dragon exhales poisonous
gas in a 30-foot cone. Each creature in that area must make
a DC 14 Constitution saving throw, taking 42 (12d6) poison
damage on a failed save, or half as much damage on a
successful one.
Skills Perception +2
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 1/8 (25 XP)
Spellcasting. The mage is a 9th-level spellcaster. Its STR DEX CON INT WIS CHA
spellcasting ability is Intelligence (spell save DC 14, +6 to 15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0)
hit with spell attacks). The mage has the following wizard
spells prepared: Skills Intimidation +2
Senses passive Perception 10
Cantrips (at will): fire bolt, light, mage hand, prestidigitation Languages any one language (usually Common)
1st level (4 slots): detect magic, mage armor, magic Challenge 1/2 (100 XP)
missile, shield
2nd level (3 slots): misty step, suggestion
3rd level (3 slots): counterspell, fireball, fly Pack Tactics. The thug has advantage on an attack roll against
4th level (3 slots): greater invisibility, ice storm a creature if at least one of the thugs allies is within 5 feet of
5th level (1 slot): cone of cold the creature and the ally isnt incapacitated.
Actions Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or Multiattack. The thug makes two melee attacks.
range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Mages spend their lives in the study and Hit: 5 (1d6 + 2) bludgeoning damage.
practice of magic. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range
100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Priest Thugs are ruthless enforcers skilled at intimidation and
Medium humanoid (any race), any alignment violence. They work for money and have few scruples.
Armor Class 13 (chain shirt)
Hit Points 27 (5d8 + 5)
Speed 25 ft.