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Monster Stat Blocks Air Elemental Pounce.

If the allosaurus moves at least 30 feet straight


toward a creature and then hits it with a claw attack on the
Large elemental, neutral
same turn, that target must succeed on a DC 13 Strength
The odor of sulfur and pumice surrounds a red dragon, saving throw or be knocked prone. If the target is prone,
Adult Red Dragon whose swept-back horns and spinal frill define its silhou-
ette. Its beaked snout vents smoke at all times, and its
Armor Class 15
Hit Points 90 (12d10 + 24)
the allosaurus can make one bite attack against it as a
Huge dragon, chaotic evil bonus action.
eyes dance with flame when it is angry. Speed 0 ft., fly 90 ft. (hover)
Armor Class 19 (natural armor) Actions
Hit Points 256 (19d12 + 133) A Red Dragon’s Lair STR
14 (+2)
DEX
20 (+5)
CON
14 (+2)
INT
6 (−2)
WIS
10 (+0)
CHA
6 (−2) Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Speed 40 ft., climb 40 ft., fly 80 ft. Red dragons lair in high mountains or hills, dwelling in Hit: 15 (2d10 + 4) piercing damage.
caverns under snow-capped peaks, or within the deep Damage Resistances lightning, thunder; bludgeoning,
STR DEX CON INT WIS CHA Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
halls of abandoned mines and dwarven strongholds. piercing, and slashing from nonmagical attacks
Hit: 8 (1d8 + 4) slashing damage.
27 (+8) 10 (+0) 25 (+7) 16 (+3) 13 (+1) 21 (+5)
Caves with volcanic or geothermal activity are the most Damage Immunities poison
highly prized red dragon lairs, creating hazards that hin- Condition Immunities exhaustion, grappled, paralyzed,
Saving Throws Dex +6, Con +13, Wis +7, Cha +11
der intruders and letting searing heat and volcanic gases petrified, poisoned, prone, restrained, unconscious The allosaurus is a predatory dinosaur of great size,
Skills Perception +13, Stealth +6
Damage Immunities fire wash over a dragon as it sleeps. Senses darkvision 60 ft., passive Perception 10 strength, and speed. It can run down almost any prey
Languages Auran over open ground, pouncing to pull creatures down with
Senses blindsight 60 ft., darkvision 120 ft., passive With its hoard well protected deep within the lair, a red
Challenge 5 (1,800 XP) its wicked claws.
Perception 23 dragon spends as much of its time outside the mountain
Languages Common, Draconic as in it. For a red dragon, the great heights of the world
Challenge 17 (18,000 XP) are the throne from which it can look out to survey all it Air Form. The elemental can enter a hostile creature’s space
controls—and the wider world it seeks to control. and stop there. It can move through a space as narrow as 1 Animated Armor
Throughout the lair complex, servants erect monu- inch wide without squeezing. Medium construct, unaligned
Legendary Resistance (3/Day). If the dragon fails a saving
throw, it can choose to succeed instead. ments to the dragon’s power, telling the grim story of
its life, the enemies it has slain, and the nations it has
Actions Armor Class 18 (natural armor)
Actions Multiattack. The elemental makes two slam attacks. Hit Points 33 (6d8 + 6)
conquered.
Speed 25 ft.
Multiattack. The dragon can use its Frightful Presence. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
It then makes three attacks: one with its bite and two
Lair Actions Hit: 14 (2d8 + 5) bludgeoning damage. STR DEX CON INT WIS CHA
with its claws. On initiative count 20 (losing initiative ties), the dragon
14 (+2) 11 (+0) 13 (+1) 1 (−5) 3 (−4) 1 (−5)
takes a lair action to cause one of the following effects; Whirlwind (Recharge 4–6). Each creature in the elemental’s
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. the dragon can’t use the same effect two rounds in a row: space must make a DC 13 Strength saving throw. On a failure,
Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage. Damage Immunities poison, psychic
a target takes 15 (3d8 + 2) bludgeoning damage and is flung
• Magma erupts from a point on the ground the dragon up 20 feet away from the elemental in a random direction and
Condition Immunities blinded, charmed, deafened,
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. can see within 120 feet of it, creating a 20-foot-high, exhaustion, frightened, paralyzed, petrified, poisoned
knocked prone. If a thrown target strikes an object, such as a Senses blindsight 60 ft. (blind beyond this radius),
Hit: 15 (2d6 + 8) slashing damage. 5-foot-radius geyser. Each creature in the geyser’s area wall or floor, the target takes 3 (1d6) bludgeoning damage for passive Perception 6
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. must make a DC 15 Dexterity saving throw, taking every 10 feet it was thrown. If the target is thrown at another Languages —
Hit: 17 (2d8 + 8) bludgeoning damage. 21 (6d6) fire damage on a failed save, or half as much creature, that creature must succeed on a DC 13 Dexterity Challenge 1 (200 XP)
damage on a successful one. saving throw or take the same damage and be knocked prone.
Frightful Presence. Each creature of the dragon’s choice that • A tremor shakes the lair in a 60-foot radius around the If the saving throw is successful, the target takes half the
is within 120 feet of the dragon and aware of it must succeed dragon. Each creature other than the dragon on the bludgeoning damage and isn’t flung away or knocked prone. Antimagic Susceptibility. The armor is incapacitated while in
on a DC 19 Wisdom saving throw or become frightened for 1 ground in that area must succeed on a DC 15 Dexterity the area of an antimagic field. If targeted by dispel magic, the
minute. A creature can repeat the saving throw at the end of armor must succeed on a Constitution saving throw against
saving throw or be knocked prone.
each of its turns, ending the effect on itself on a success. If a An air elemental is a funneling cloud of whirling air the caster’s spell save DC or fall unconscious for 1 minute.
• Volcanic gases form a cloud in a 20-foot-radius sphere
creature’s saving throw is successful or the effect ends for it, with a vague semblance of a face. It can turn itself into
centered on a point the dragon can see within 120 feet False Appearance. While the armor remains motionless, it is
the creature is immune to the dragon’s Frightful Presence for a screaming cyclone, creating a whirlwind that batters
of it. The sphere spreads around corners, and its area indistinguishable from a normal suit of armor.
the next 24 hours. creatures even as it flings them away.
is lightly obscured. It lasts until initiative count 20 on
Fire Breath (Recharge 5–6). The dragon exhales fire in a the next round. Each creature that starts its turn in the Actions
60-foot cone. Each creature in that area must make a DC 21 cloud must succeed on a DC 13 Constitution saving
Dexterity saving throw, taking 63 (18d6) fire damage on a throw or be poisoned until the end of its turn. While
Allosaurus Multiattack. The armor makes two melee attacks.

failed save, or half as much damage on a successful one. Large beast, unaligned Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
poisoned in this way, a creature is incapacitated.
Hit: 5 (1d6 + 2) bludgeoning damage.
Legendary Actions Regional Effects Armor Class 13 (natural armor)
Hit Points 51 (6d10 + 18)
The dragon can take 3 legendary actions, choosing from the The region containing a legendary red dragon’s lair is Speed 60 ft. This suit of magically animated plate armor clamors as it
options below. Only one legendary action option can be used warped by the dragon’s magic, which creates one or more moves, banging and grinding like the vengeful spirit of a
at a time and only at the end of another creature’s turn. The of the following effects: STR DEX CON INT WIS CHA fallen knight.
dragon regains spent legendary actions at the start of its turn. 19 (+4) 13 (+1) 17 (+3) 2 (−4) 12 (+1) 5 (−3)
• Small earthquakes are common within 6 miles of the
Detect. The dragon makes a Wisdom (Perception) check. dragon’s lair.
Tail Attack. The dragon makes a tail attack. • Water sources within 1 mile of the lair are supernatu- Skills Perception +5
Wing Attack (Costs 2 Actions). The dragon beats its wings. Senses passive Perception 15
rally warm and tainted by sulfur.
Each creature within 10 feet of the dragon must succeed Languages —
• Rocky fissures within 1 mile of the dragon’s lair form Challenge 2 (450 XP)
on a DC 22 Dexterity saving throw or take 15 (2d6 + 8)
portals to the Elemental Plane of Fire, allowing crea-
bludgeoning damage and be knocked prone. The dragon
can then fly up to half its flying speed. tures of elemental fire into the world to dwell nearby.
If the dragon dies, these effects fade over the course of
1d10 days.

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D&D Basic Rules (Version 1.0). Not for resale. Permission granted to print and photocopy this document for personal use only. D&D Basic Rules (Version 1.0). Not for resale. Permission granted to print and photocopy this document for personal use only.

Ankylosaurus Awakened Shrub Axe Beak Actions


Huge beast, unaligned Small plant, unaligned Large beast, unaligned Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 1 piercing damage.
Armor Class 15 (natural armor) Armor Class 9 Armor Class 11
Hit Points 68 (8d12 + 16) Hit Points 10 (3d6) Hit Points 19 (3d10 + 3)
Speed 30 ft. Speed 20 ft. Speed 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
Banshee
Medium undead, chaotic evil
19 (+4) 11 (+0) 15 (+2) 2 (−4) 12 (+1) 5 (−3) 3 (−4) 8 (−1) 11 (+0) 10 (+0) 10 (+0) 6 (−2) 14 (+2) 12 (+1) 12 (+1) 2 (−4) 10 (+0) 5 (−3)
Armor Class 12
Senses passive Perception 11 Damage Vulnerabilities fire Senses passive Perception 10
Hit Points 58 (13d8)
Languages — Damage Resistances piercing Languages —
Speed 0 ft., fly 40 ft. (hover)
Challenge 3 (700 XP) Senses passive Perception 10 Challenge 1/4 (50 XP)
Languages one language known by its creator
STR DEX CON INT WIS CHA
Challenge 0 (10 XP)
Actions Actions 1 (−5) 14 (+2) 10 (+0) 12 (+1) 11 (+0) 17 (+3)

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. False Appearance. While the shrub remains motionless, it is Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Saving Throws Wis +2, Cha +5
Hit: 18 (4d6 + 4) bludgeoning damage. If the target is a indistinguishable from a normal shrub. Hit: 6 (1d8 + 2) slashing damage. Damage Resistances acid, fire, lightning, thunder;
creature, it must succeed on a DC 14 Strength saving throw bludgeoning, piercing, and slashing from
or be knocked prone. Actions An axe beak is a tall flightless bird with strong legs, a nonmagical attacks
Damage Immunities cold, necrotic, poison
Rake. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. wedge-shaped beak, and a nasty disposition.
Condition Immunities charmed, exhaustion, frightened,
Thick armor plating covers the body of the plant-eating Hit: 1 (1d4 − 1) slashing damage.
grappled, paralyzed, petrified, poisoned, prone, restrained
dinosaur ankylosaurus, which defends itself against
Senses darkvision 60 ft., passive Perception 10
predators with a knobbed tail that delivers a devastat- An awakened shrub is an ordinary shrub given sentience Baboon Languages Common, Elvish
ing strike. and mobility by magic. Small beast, unaligned Challenge 4 (1,100 XP)

Armor Class 12
Ape Awakened Tree Hit Points 3 (1d6)
Speed 30 ft., climb 30 ft.
Detect Life. The banshee can magically sense the presence of
creatures up to 5 miles away that aren’t undead or constructs.
Medium beast, unaligned
Huge plant, unaligned She knows the general direction they’re in but not their
STR DEX CON INT WIS CHA exact locations.
Armor Class 12 Armor Class 13 (natural armor)
Hit Points 19 (3d8 + 6) 8 (−1) 14 (+2) 11 (+0) 4 (−3) 12 (+1) 6 (−2) Incorporeal Movement. The banshee can move through
Hit Points 59 (7d12 + 14)
Speed 30 ft., climb 30 ft. Speed 20 ft. other creatures and objects as if they were difficult terrain.
Senses passive Perception 11 She takes 5 (1d10) force damage if she ends her turn
STR DEX CON INT WIS CHA Languages —
STR DEX CON INT WIS CHA inside an object.
16 (+3) 14 (+2) 14 (+2) 6 (−2) 12 (+1) 7 (−2) Challenge 0 (10 XP)
19 (+4) 6 (−2) 15 (+2) 10 (+0) 10 (+0) 7 (−2)
Actions
Skills Athletics +5, Perception +3 Damage Vulnerabilities fire Pack Tactics. The baboon has advantage on an attack roll Corrupting Touch. Melee Spell Attack: +4 to hit, reach 5 ft.,
Senses passive Perception 13 Damage Resistances bludgeoning, piercing against a creature if at least one of the baboon’s allies is one target. Hit: 12 (3d6 + 2) necrotic damage.
Languages — Senses passive Perception 10 within 5 feet of the creature and the ally isn’t incapacitated.
Challenge 1/2 (100 XP) Languages one language known by its creator Horrifying Visage. Each non-undead creature within 60
Challenge 2 (450 XP) Actions feet of the banshee that can see her must succeed on a DC
13 Wisdom saving throw or be frightened for 1 minute. A
Actions Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
frightened target can repeat the saving throw at the end of
False Appearance. While the tree remains motionless, it is Hit: 1 (1d4 − 1) piercing damage.
Multiattack. The ape makes two fist attacks. each of its turns, with disadvantage if the banshee is within
indistinguishable from a normal tree. line of sight, ending the effect on itself on a success. If a
Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
target’s saving throw is successful or the effect ends for it, the
Hit: 6 (1d6 + 3) bludgeoning damage. Actions target is immune to the banshee’s Horrifying Visage for the
Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Badger next 24 hours.
Hit: 14 (3d6 + 4) bludgeoning damage. Tiny beast, unaligned
target. Hit: 6 (1d6 + 3) bludgeoning damage.
Wail (1/Day). The banshee releases a mournful wail, provided
Armor Class 10 that she isn’t in sunlight. This wail has no effect on constructs
Hit Points 3 (1d4 + 1) and undead. All other creatures within 30 feet of her that can
An awakened tree is an ordinary tree given sentience and Speed 20 ft., burrow 5 ft. hear her must make a DC 13 Constitution saving throw. On
a failure, a creature drops to 0 hit points. On a success, a
mobility by magic.
STR DEX CON INT WIS CHA creature takes 10 (3d6) psychic damage.
4 (−3) 11 (+0) 12 (+1) 2 (−4) 12 (+1) 5 (−3)
The woeful banshee is a spiteful creature formed from
Senses darkvision 30 ft., passive Perception 11
Languages —
the spirit of a female elf. Its face is wreathed in a wild
Challenge 0 (10 XP) tangle of hair, its body clad in wispy rags that flutter and
stream around it.

Keen Smell. The badger has advantage on Wisdom


(Perception) checks that rely on smell.

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D&D Basic Rules (Version 1.0). Not for resale. Permission granted to print and photocopy this document for personal use only. D&D Basic Rules (Version 1.0). Not for resale. Permission granted to print and photocopy this document for personal use only.
strong jaws, the creature consumes this stone, which re-
Bat turns to organic form in its gullet. Blood Hawk Brown Bear
Tiny beast, unaligned Small beast, unaligned Large beast, unaligned

Armor Class 12 Black Bear Armor Class 12 Armor Class 11 (natural armor)
Hit Points 1 (1d4 − 1) Medium beast, unaligned Hit Points 7 (2d6) Hit Points 34 (4d10 + 12)
Speed 5 ft., fly 30 ft. Speed 10 ft., fly 60 ft. Speed 40 ft., climb 30 ft.
Armor Class 11 (natural armor)
STR DEX CON INT WIS CHA Hit Points 19 (3d8 + 6) STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
2 (−4) 15 (+2) 8 (−1) 2 (−4) 12 (+1) 4 (−3) Speed 40 ft., climb 30 ft. 6 (−2) 14 (+2) 10 (+0) 3 (−4) 14 (+2) 5 (−3) 19 (+4) 10 (+0) 16 (+3) 2 (−4) 13 (+1) 7 (−2)

Senses blindsight 60 ft., passive Perception 11 STR DEX CON INT WIS CHA Skills Perception +4 Skills Perception +3
Languages — 15 (+2) 10 (+0) 14 (+2) 2 (−4) 12 (+1) 7 (−2) Senses passive Perception 14 Senses passive Perception 13
Challenge 0 (10 XP) Languages — Languages —
Skills Perception +3 Challenge 1/8 (25 XP) Challenge 1 (200 XP)
Senses passive Perception 13
Echolocation. The bat can’t use its blindsight while deafened.
Languages —
Keen Sight. The hawk has advantage on Wisdom (Perception) Keen Smell. The bear has advantage on Wisdom (Perception)
Keen Hearing. The bat has advantage on Wisdom Challenge 1/2 (100 XP)
checks that rely on sight. checks that rely on smell.
(Perception) checks that rely on hearing.
Keen Smell. The bear has advantage on Wisdom (Perception) Pack Tactics. The hawk has advantage on an attack roll Actions
Actions checks that rely on smell. against a creature if at least one of the hawk’s allies is within 5
feet of the creature and the ally isn’t incapacitated. Multiattack. The bear makes two attacks: one with its bite
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. and one with its claws.
Hit: 1 piercing damage. Actions
Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Multiattack. The bear makes two attacks: one with its bite
and one with its claws. 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: +6 to hit, reach 5 ft., one target.
Basilisk Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage. Hit: 11 (2d6 + 4) slashing damage.
Medium monstrosity, unaligned Taking its name from its crimson feathers and aggressive
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. nature, the blood hawk fearlessly attacks with its dag-
Armor Class 15 (natural armor) Hit: 7 (2d4 + 2) slashing damage. gerlike beak.
Hit Points 52 (8d8 + 16)
Speed 20 ft. Bugbear
Medium humanoid (goblinoid), chaotic evil
Boar
STR
16 (+3)
DEX
8 (−1)
CON
15 (+2)
INT
2 (−4)
WIS
8 (−1)
CHA
7 (−2) Blink Dog Medium beast, unaligned Armor Class 16 (hide armor, shield)
Medium fey, lawful good Hit Points 27 (5d8 + 5)
Armor Class 11 (natural armor) Speed 30 ft.
Senses darkvision 60 ft., passive Perception 9
Languages — Armor Class 13 Hit Points 11 (2d8 + 2)
Challenge 3 (700 XP) Hit Points 22 (4d8 + 4) Speed 40 ft. STR DEX CON INT WIS CHA
Speed 40 ft. 15 (+2) 14 (+2) 13 (+1) 8 (−1) 11 (+0) 9 (−1)
STR DEX CON INT WIS CHA
Petrifying Gaze. If a creature starts its turn within 30 feet STR DEX CON INT WIS CHA 13 (+1) 11 (+0) 12 (+1) 2 (−4) 9 (−1) 5 (−3) Skills Stealth +6, Survival +2
of the basilisk and the two of them can see each other, the 12 (+1) 17 (+3) 12 (+1) 10 (+0) 13 (+1) 11 (+0) Senses darkvision 60 ft., passive Perception 10
basilisk can force the creature to make a DC 12 Constitution Senses passive Perception 9 Languages Common, Goblin
saving throw if the basilisk isn’t incapacitated. On a failed Skills Perception +3, Stealth +5 Languages — Challenge 1 (200 XP)
save, the creature magically begins to turn to stone and is Senses passive Perception 13 Challenge 1/4 (50 XP)
restrained. It must repeat the saving throw at the end of its Languages Blink Dog, understands Sylvan but can’t speak it
Brute. A melee weapon deals one extra die of its damage when
next turn. On a success, the effect ends. On a failure, the Challenge 1/4 (50 XP)
Charge. If the boar moves at least 20 feet straight toward a the bugbear hits with it (included in the attack).
creature is petrified until freed by the greater restoration spell
target and then hits it with a tusk attack on the same turn, the
or other magic. Surprise Attack. If the bugbear surprises a creature and hits
Keen Hearing and Smell. The dog has advantage on Wisdom target takes an extra 3 (1d6) slashing damage. If the target is
A creature that isn’t surprised can avert its eyes to avoid the it with an attack during the first round of combat, the target
(Perception) checks that rely on hearing or smell. a creature, it must succeed on a DC 11 Strength saving throw
saving throw at the start of its turn. If it does so, it can’t see takes an extra 7 (2d6) damage from the attack.
or be knocked prone.
the basilisk until the start of its next turn, when it can avert its Actions
eyes again. If it looks at the basilisk in the meantime, it must Relentless (Recharges after a Short or Long Rest). If the boar Actions
immediately make the save. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
takes 7 damage or less that would reduce it to 0 hit points, it Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one
If the basilisk sees its reflection within 30 feet of it in Hit: 4 (1d6 + 1) piercing damage.
is reduced to 1 hit point instead. target. Hit: 11 (2d8 + 2) piercing damage.
bright light, it mistakes itself for a rival and targets itself Teleport (Recharge 4–6). The dog magically teleports, along
with its gaze. with any equipment it is wearing or carrying, up to 40 feet to Actions Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5
an unoccupied space it can see. Before or after teleporting, ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing
Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Actions the dog can make one bite attack. Hit: 4 (1d6 + 1) slashing damage.
damage in melee or 5 (1d6 + 2) piercing damage at range.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6)
A blink dog takes its name from its ability to blink in and Bugbears are hairy goblinoids born for battle and may-
poison damage.
out of existence, a talent it uses to aid its attacks and to hem. They survive by raiding and hunting, but are fond of
avoid harm. setting ambushes and fleeing when outmatched.
A basilisk is a multilegged, reptilian horror whose deadly
gaze transforms victims into porous stone. With its
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Camel Actions Cockatrice Crab


Large beast, unaligned Multiattack. The centaur makes two attacks: one with its pike Small monstrosity, unaligned Tiny beast, unaligned
and one with its hooves or two with its longbow.
Armor Class 9 Armor Class 11 Armor Class 11 (natural armor)
Hit Points 15 (2d10 + 4) Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit Points 27 (6d6 + 6) Hit Points 2 (1d4)
Speed 50 ft. Hit: 9 (1d10 + 4) piercing damage. Speed 20 ft., fly 40 ft. Speed 20 ft., swim 20 ft.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 11 (2d6 + 4) bludgeoning damage. STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 8 (−1) 14 (+2) 2 (−4) 8 (−1) 5 (−3) 6 (−2) 12 (+1) 12 (+1) 2 (−4) 13 (+1) 5 (−3) 2 (−4) 11 (+0) 10 (+0) 1 (−5) 8 (−1) 2 (−4)
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft.,
Senses passive Perception 9 one target. Hit: 6 (1d8 + 2) piercing damage. Senses darkvision 60 ft., passive Perception 11 Skills Stealth +2
Languages — Languages — Senses blindsight 30 ft., passive Perception 9
Challenge 1/8 (25 XP) Challenge 1/2 (100 XP) Languages —
A centaur has the body of a great horse topped by a hu-
Challenge 0 (10 XP)
manoid torso, head, and arms. Reclusive wanderers, they
Actions avoid conflict but fight fiercely when pressed. Actions
Amphibious. The crab can breathe air and water.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Hit: 2 (1d4) bludgeoning damage.
Chimera Hit: 3 (1d4 + 1) piercing damage, and the target must Actions
succeed on a DC 11 Constitution saving throw against being
Large monstrosity, chaotic evil Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
magically petrified. On a failed save, the creature begins to
Hit: 1 bludgeoning damage.
turn to stone and is restrained. It must repeat the saving
Cat Armor Class 14 (natural armor)
Hit Points 114 (12d10 + 48)
throw at the end of its next turn. On a success, the effect
ends. On a failure, the creature is petrified for 24 hours.
Tiny beast, unaligned Speed 30 ft., fly 60 ft.

Armor Class 12 STR DEX CON INT WIS CHA The cockatrice looks like a hideous hybrid of lizard, bird,
Crocodile
Large beast, unaligned
Hit Points 2 (1d4) 19 (+4) 11 (+0) 19 (+4) 3 (−4) 14 (+2) 10 (+0) and bat. It is infamous for its ability to turn flesh to stone.
Speed 40 ft., climb 30 ft.
Armor Class 12 (natural armor)
Skills Perception +8 Hit Points 19 (3d10 + 3)
STR DEX CON INT WIS CHA
3 (−4) 15 (+2) 10 (+0) 3 (−4) 12 (+1) 7 (−2)
Senses darkvision 60 ft., passive Perception 18
Languages understands Draconic but can’t speak
Constrictor Snake Speed 20 ft., swim 30 ft.
Large beast, unaligned
Challenge 6 (2,300 XP) STR DEX CON INT WIS CHA
Skills Perception +3, Stealth +4
Armor Class 12 15 (+2) 10 (+0) 13 (+1) 2 (−4) 10 (+0) 5 (−3)
Senses passive Perception 13
Hit Points 13 (2d10 + 2)
Languages — Actions Speed 30 ft., swim 30 ft. Skills Stealth +2
Challenge 0 (10 XP)
Multiattack. The chimera makes three attacks: one with its Senses passive Perception 10
bite, one with its horns, and one with its claws. When its STR DEX CON INT WIS CHA Languages —
Keen Smell. The cat has advantage on Wisdom (Perception) fire breath is available, it can use the breath in place of its 15 (+2) 14 (+2) 12 (+1) 1 (−5) 10 (+0) 3 (−4) Challenge 1/2 (100 XP)
checks that rely on smell. bite or horns.
Senses blindsight 10 ft., passive Perception 10 Hold Breath. The crocodile can hold its breath for 15 minutes.
Actions Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Languages —
Hit: 11 (2d6 + 4) piercing damage.
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Challenge 1/4 (50 XP) Actions
Hit: 1 slashing damage. Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Hit: 10 (1d12 + 4) bludgeoning damage.
Actions creature. Hit: 7 (1d10 + 2) piercing damage, and the target is
grappled (escape DC 12). Until this grapple ends, the target is
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
restrained, and the crocodile can’t bite another target.
Centaur Hit: 11 (2d6 + 4) slashing damage. Hit: 5 (1d6 + 2) piercing damage.
Large monstrosity, neutral good Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Fire Breath (Recharge 5–6). The dragon head exhales fire in a
15-foot cone. Each creature in that area must make a DC 15 creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the
Armor Class 12 target is grappled (escape DC 14). Until this grapple ends,
Hit Points 45 (6d10 + 12) Dexterity saving throw, taking 31 (7d8) fire damage on a failed
save, or half as much damage on a successful one. the creature is restrained, and the snake can’t constrict
Speed 50 ft.
another target.
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 its
Skills Athletics +6, Perception +3, Survival +3 fiery breath before landing to attack.
Senses passive Perception 13
Languages Elvish, Sylvan
Challenge 2 (450 XP)

Charge. If the centaur moves at least 30 feet straight toward a


target and then hits it with a pike attack on the same turn, the
target takes an extra 10 (3d6) piercing damage.

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Cyclops Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage. If the target is a creature,
Doppelganger Draft Horse
Huge giant, chaotic neutral Medium monstrosity (shapechanger), neutral Large beast, unaligned
it must succeed on a DC 12 Constitution saving throw
against disease or become poisoned until the disease is
Armor Class 14 (natural armor) Armor Class 14 Armor Class 10
cured. Every 24 hours that elapse, the creature must repeat
Hit Points 138 (12d12 + 60) Hit Points 52 (8d8 + 16) Hit Points 19 (3d10 + 3)
the saving throw, reducing its hit point maximum by 5
Speed 30 ft. Speed 30 ft. Speed 40 ft.
(1d10) on a failure. This reduction lasts until the disease is
cured. The creature dies if the disease reduces its hit point
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22 (+6) 11 (+0) 20 (+5) 8 (−1) 6 (−2) 10 (+0) maximum to 0. 11 (+0) 18 (+4) 14 (+2) 11 (+0) 12 (+1) 14 (+2) 18 (+4) 10 (+0) 12 (+1) 2 (−4) 11 (+0) 7 (−2)

Senses passive Perception 8 A death dog is an ugly two-headed hound that roams Skills Deception +6, Insight +3 Senses passive Perception 10
Languages Giant plains, deserts, and the Underdark. Condition Immunities charmed Languages —
Challenge 6 (2,300 XP) Senses darkvision 60 ft., passive Perception 11 Challenge 1/4 (50 XP)
Languages Common
Poor Depth Perception. The cyclops has disadvantage on any Deer Challenge 3 (700 XP)
Actions
attack roll against a target more than 30 feet away. Medium beast, unaligned
Shapechanger. The doppelganger can use its action to Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Actions Armor Class 13 polymorph into a Small or Medium humanoid it has seen, or target. Hit: 9 (2d4 + 4) bludgeoning damage.
Multiattack. The cyclops makes two greatclub attacks. Hit Points 4 (1d8) back into its true form. Its statistics, other than its size, are the
Speed 50 ft. same in each form. Any equipment it is wearing or carrying
Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one isn’t transformed. It reverts to its true form if it dies.
target. Hit: 19 (3d8 + 6) bludgeoning damage. STR DEX CON INT WIS CHA
Ambusher. In the first round of a combat, the doppelganger
Eagle
11 (+0) 16 (+3) 11 (+0) 2 (−4) 14 (+2) 5 (−3) Small beast, unaligned
Rock. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one has advantage on attack rolls against any creature
target. Hit: 28 (4d10 + 6) bludgeoning damage. it surprised.
Senses passive Perception 12 Armor Class 12
Languages — Surprise Attack. If the doppelganger surprises a creature and Hit Points 3 (1d6)
Cyclopes are one-eyed giants that eke out a meager exis- Challenge 0 (10 XP) hits it with an attack during the first round of combat, the Speed 10 ft., fly 60 ft.
tence in wild lands. They are a terrifying threat in combat target takes an extra 10 (3d6) damage from the attack.
due to their size and strength, but they can often be STR DEX CON INT WIS CHA
tricked by clever foes.
Actions Actions 6 (−2) 15 (+2) 10 (+0) 2 (−4) 14 (+2) 7 (−2)
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Multiattack. The doppelganger makes two melee attacks.
Hit: 2 (1d4) piercing damage. Skills Perception +4
Death Dog Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) bludgeoning damage.
Senses passive Perception 14
Languages —
Medium monstrosity, neutral evil Challenge 0 (10 XP)
Read Thoughts. The doppelganger magically reads the
Armor Class 12 Dire Wolf surface thoughts of one creature within 60 feet of it. The
Hit Points 39 (6d8 + 12) Large beast, unaligned effect can penetrate barriers, but 3 feet of wood or dirt, Keen Sight. The eagle has advantage on Wisdom (Perception)
Speed 40 ft. 2 feet of stone, 2 inches of metal, or a thin sheet of lead checks that rely on sight.
Armor Class 14 (natural armor) blocks it. While the target is in range, the doppelganger can
STR DEX CON INT WIS CHA Hit Points 37 (5d10 + 10) continue reading its thoughts, as long as the doppelganger’s
Actions
15 (+2) 14 (+2) 14 (+2) 3 (−4) 13 (+1) 6 (−2) Speed 50 ft. concentration isn’t broken (as if concentrating on a spell). Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
While reading the target’s mind, the doppelganger has Hit: 4 (1d4 + 2) slashing damage.
Skills Perception +5, Stealth +4 STR DEX CON INT WIS CHA advantage on Wisdom (Insight) and Charisma (Deception,
Senses darkvision 120 ft., passive Perception 15 17 (+3) 15 (+2) 15 (+2) 3 (−4) 12 (+1) 7 (−2)
Intimidation, and Persuasion) checks against the target.
Languages —
Challenge 1 (200 XP) Skills Perception +3, Stealth +4
Senses passive Perception 13 Doppelgangers are devious shapeshifters that take on
Languages — the appearance of other humanoids, throwing off pur-
Two-Headed. The dog has advantage on Wisdom
Challenge 1 (200 XP) suit or luring victims to their doom with misdirection
(Perception) checks and on saving throws against being
blinded, charmed, deafened, frightened, stunned, or knocked and disguise.
unconscious. Keen Hearing and Smell. The wolf has advantage on Wisdom
(Perception) checks that rely on hearing or smell.
Actions
Pack Tactics. The wolf has advantage on an attack roll against
Multiattack. The dog makes two bite attacks. a creature if at least one of the wolf’s allies is within 5 feet of
the creature and the ally isn’t incapacitated.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 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.

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Earth Elemental Elephant Fire Elemental Fire Giant


Large elemental, neutral Huge beast, unaligned Large elemental, neutral Huge giant, lawful evil

Armor Class 17 (natural armor) Armor Class 12 (natural armor) Armor Class 13 Armor Class 18 (plate)
Hit Points 126 (12d10 + 60) Hit Points 76 (8d12 + 24) Hit Points 102 (12d10 + 36) Hit Points 162 (13d12 + 78)
Speed 30 ft., burrow 30 ft. Speed 40 ft. Speed 50 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 8 (−1) 20 (+5) 5 (−3) 10 (+0) 5 (−3) 22 (+6) 9 (−1) 17 (+3) 3 (−4) 11 (+0) 6 (−2) 10 (+0) 17 (+3) 16 (+3) 6 (−2) 10 (+0) 7 (−2) 25 (+7) 9 (−1) 23 (+6) 10 (+0) 14 (+2) 13 (+1)

Damage Vulnerabilities thunder Senses passive Perception 10 Damage Resistances bludgeoning, piercing, and slashing Saving Throws Dex +3, Con +10, Cha +5
Damage Resistances bludgeoning, piercing, and slashing Languages — from nonmagical attacks Skills Athletics +11, Perception +6
from nonmagical attacks Challenge 4 (1,100 XP) Damage Immunities fire, poison Damage Immunities fire
Damage Immunities poison Condition Immunities exhaustion, grappled, paralyzed, Senses passive Perception 16
Condition Immunities exhaustion, paralyzed, petrified, petrified, poisoned, prone, restrained, unconscious Languages Giant
poisoned, unconscious Trampling Charge. If the elephant moves at least 20 feet Senses darkvision 60 ft., passive Perception 10 Challenge 9 (5,000 XP)
Senses darkvision 60 ft., tremorsense 60 ft., straight toward a creature and then hits it with a gore attack Languages Ignan
passive Perception 10 on the same turn, that target must succeed on a DC 12 Challenge 5 (1,800 XP)
Languages Terran Strength saving throw or be knocked prone. If the target is Actions
Challenge 5 (1,800 XP) prone, the elephant can make one stomp attack against it as
Fire Form. The elemental can move through a space as Multiattack. The giant makes two greatsword attacks.
a bonus action.
narrow as 1 inch wide without squeezing. A creature that Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one
Earth Glide. The elemental can burrow through nonmagical, Actions touches the elemental or hits it with a melee attack while target. Hit: 28 (6d6 + 7) slashing damage.
unworked earth and stone. While doing so, the elemental within 5 feet of it takes 5 (1d10) fire damage. In addition,
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
doesn’t disturb the material it moves through. the elemental can enter a hostile creature’s space and stop Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one
Hit: 18 (3d8 + 5) piercing damage.
there. The first time it enters a creature’s space on a turn, target. Hit: 29 (4d10 + 7) bludgeoning damage.
Siege Monster. The elemental deals double damage to objects
Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone that creature takes 5 (1d10) fire damage and catches fire; until
and structures.
creature. Hit: 21 (3d10 + 5) bludgeoning damage. someone takes an action to douse the fire, the creature takes With dark skin and flaming red hair, fire giants have a
Actions 5 (1d10) fire damage at the start of each of its turns. fearsome reputation as soldiers and conquerors. They
Multiattack. The elemental makes two slam attacks. Illumination. The elemental sheds bright light in a 30-foot dwell among volcanoes, lava flows, and rocky moun-
radius and dim light in an additional 30 feet. tains, and are known for their ability to burn, plunder,
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Elk and destroy.
Hit: 14 (2d8 + 5) bludgeoning damage. Large beast, unaligned Water Susceptibility. For every 5 feet the elemental moves in
water, or for every gallon of water splashed on it, it takes 1
Armor Class 10 cold damage.
An earth elemental plods forward like a walking hill,
Hit Points 13 (2d10 + 2)
club-like arms of jagged stone swinging at its sides. Its Speed 50 ft. Actions
head and body consist of dirt and stone, occasionally set
Multiattack. The elemental makes two touch attacks.
with chunks of metal, gems, and bright minerals. STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 2 (−4) 10 (+0) 6 (−2) Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) fire damage. If the target is a creature or a
Senses passive Perception 10 flammable object, it ignites. Until a creature takes an action
Languages — to douse the fire, the target takes 5 (1d10) fire damage at the
Challenge 1/4 (50 XP) start of each of its turns.

Charge. If the elk moves at least 20 feet straight toward a A faint humanoid shape shows in a fire elemental’s
target and then hits it with a ram attack on the same turn, capricious devastation. Wherever it moves, it sets its
the target takes an extra 7 (2d6) damage. If the target is a surroundings ablaze, turning the world to ash, smoke,
creature, it must succeed on a DC 13 Strength saving throw and cinders.
or be knocked prone.

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.

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Flameskull Flesh Golem Flying Snake Frog
Tiny undead, neutral evil Medium construct, neutral Tiny beast, unaligned Tiny beast, unaligned

Armor Class 13 Armor Class 9 Armor Class 14 Armor Class 11


Hit Points 40 (9d4 + 18) Hit Points 93 (11d8 + 44) Hit Points 5 (2d4) Hit Points 1 (1d4 − 1)
Speed 0 ft., fly 40 ft. (hover) Speed 30 ft. Speed 30 ft., fly 60 ft., swim 30 ft. Speed 20 ft., swim 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 (−5) 17 (+3) 14 (+2) 16 (+3) 10 (+0) 11 (+0) 19 (+4) 9 (−1) 18 (+4) 6 (−2) 10 (+0) 5 (−3) 4 (−3) 18 (+4) 11 (+0) 2 (−4) 12 (+1) 5 (−3) 1 (−5) 13 (+1) 8 (−1) 1 (−5) 8 (−1) 3 (−4)

Skills Arcana +5, Perception +2 Damage Immunities lightning, poison; bludgeoning, piercing, Senses blindsight 10 ft., passive Perception 11 Skills Perception +1, Stealth +3
Damage Resistances lightning, necrotic, piercing and slashing from nonmagical attacks not made with Languages — Senses darkvision 30 ft., passive Perception 11
Damage Immunities cold, fire, poison adamantine weapons Challenge 1/8 (25 XP) Languages —
Condition Immunities charmed, frightened, paralyzed, Condition Immunities charmed, exhaustion, frightened, Challenge 0 (0 XP)
poisoned, prone paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 12 Senses darkvision 60 ft., passive Perception 10 Flyby. The snake doesn’t provoke opportunity attacks when it
Languages Common Languages understands the languages of its creator flies out of an enemy’s reach. Amphibious. The frog can breathe air and water.
Challenge 4 (1,100 XP) but can’t speak Standing Leap. The frog’s long jump is up to 10 feet and its
Challenge 5 (1,800 XP) Actions
high jump is up to 5 feet, with or without a running start.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Illumination. The flameskull sheds either dim light in a 15-
Hit: 1 piercing damage plus 7 (3d4) poison damage.
foot radius, or bright light in a 15-foot radius and dim light Berserk. Whenever the golem starts its turn with 40 hit points A frog has no effective attacks. It feeds on small insects
for an additional 15 feet. It can switch between the options or fewer, roll a d6. On a 6, the golem goes berserk. On each and typically dwells near water, in trees, or underground.
as an action. of its turns while berserk, the golem attacks the nearest A flying snake is a brightly colored, winged serpent
creature it can see. If no creature is near enough to move to found in remote jungles.
Magic Resistance. The flameskull has advantage on saving
throws against spells and other magical effects.
and attack, the golem attacks an object, with preference for
an object smaller than itself. Once the golem goes berserk,
Frost Giant
Huge giant, neutral evil
Rejuvenation. If the flameskull is destroyed, it regains it continues to do so until it is destroyed or regains all
its hit points.
Flying Sword
all its hit points in 1 hour unless holy water is sprinkled Small construct, unaligned Armor Class 15 (patchwork armor)
on its remains or a dispel magic or remove curse spell is The golem’s creator, if within 60 feet of the berserk golem,
Hit Points 138 (12d12 + 60)
cast on them. can try to calm it by speaking firmly and persuasively. The Armor Class 17 (natural armor) Speed 40 ft.
golem must be able to hear its creator, who must take an Hit Points 17 (5d6)
Spellcasting. The flameskull is a 5th-level spellcaster. Its action to make a DC 15 Charisma (Persuasion) check. If the Speed 0 ft., fly 50 ft. (hover)
spellcasting ability is Intelligence (spell save DC 13, +5 to STR DEX CON INT WIS CHA
check succeeds, the golem ceases being berserk. If it takes 23 (+6) 9 (−1) 21 (+5) 9 (−1) 10 (+0) 12 (+1)
hit with spell attacks). It requires no somatic or material damage while still at 40 hit points or fewer, the golem might STR DEX CON INT WIS CHA
components to cast its spells. The flameskull has the go berserk again. 12 (+1) 15 (+2) 11 (+0) 1 (−5) 5 (−3) 1 (−5)
following wizard spells prepared: Saving Throws Con +8, Wis +3, Cha +4
Aversion of Fire. If the golem takes fire damage, it has Skills Athletics +9, Perception +3
Cantrip (at will): mage hand Saving Throws Dex +4 Damage Immunities cold
disadvantage on attack rolls and ability checks until the end
1st level (3 slots): magic missile, shield Damage Immunities poison, psychic Senses passive Perception 13
of its next turn.
2nd level (2 slots): blur, flaming sphere Condition Immunities blinded, charmed, deafened, Languages Giant
3rd level (1 slot): fireball Immutable Form. The golem is immune to any spell or effect frightened, paralyzed, petrified, poisoned Challenge 8 (3,900 XP)
that would alter its form. Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 7
Actions Lightning Absorption. Whenever the golem is subjected to Languages — Actions
Multiattack. The flameskull uses Fire Ray twice. lightning damage, it takes no damage and instead regains a Challenge 1/4 (50 XP)
Multiattack. The giant makes two greataxe attacks.
number of hit points equal to the lightning damage dealt.
Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft., one
Antimagic Susceptibility. The sword is incapacitated while in Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 10 (3d6) fire damage. Magic Resistance. The golem has advantage on saving throws
the area of an antimagic field. If targeted by dispel magic, the target. Hit: 25 (3d12 + 6) slashing damage.
against spells and other magical effects.
sword must succeed on a Constitution saving throw against Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one
Blazing green flames and mad, echoing laughter sur- Magic Weapons. The golem’s weapon attacks are magical.
the caster’s spell save DC or fall unconscious for 1 minute. target. Hit: 28 (4d10 + 6) bludgeoning damage.
round an undead flameskull. This disembodied skull
blasts foes with fiery rays from its eyes and dreadful Actions False Appearance. While the sword remains motionless and
spells called up from the dark recesses of its memory. Multiattack. The golem makes two slam attacks. isn’t flying, it is indistinguishable from a normal sword. Frost giants are creatures of ice and snow, with hair and
beards of pale white or light blue, and flesh as blue as
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Actions glacial ice. They respect only brute strength and skill
Hit: 13 (2d8 + 4) bludgeoning damage.
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one in battle.
target. Hit: 5 (1d8 + 1) slashing damage.
A flesh golem is a grisly assortment of humanoid body
parts stitched and bolted together into a muscled brute A magically animated flying sword dances through the
imbued with formidable strength. Powerful enchant- air, fighting like a warrior that can’t be injured.
ments protect it, deflecting spells and all but the most
potent weapons.

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Gargoyle Actions Ghoul Giant Badger


Medium elemental, chaotic evil Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., Medium undead, chaotic evil Medium beast, unaligned
one target. Hit: 17 (4d6 + 3) necrotic damage.
Armor Class 15 (natural armor) Armor Class 12 Armor Class 10
Hit Points 52 (7d8 + 21) Etherealness. The ghost enters the Ethereal Plane from the Hit Points 22 (5d8) Hit Points 13 (2d8 + 4)
Speed 30 ft., fly 60 ft. Material Plane, or vice versa. It is visible on the Material Plane Speed 30 ft. Speed 30 ft., burrow 10 ft.
while it is in the Border Ethereal, and vice versa, yet it can’t
STR DEX CON INT WIS CHA affect or be affected by anything on the other plane. STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 16 (+3) 6 (−2) 11 (+0) 7 (−2) Horrifying Visage. Each non-undead creature within 60 feet 13 (+1) 15 (+2) 10 (+0) 7 (−2) 10 (+0) 6 (−2) 13 (+1) 10 (+0) 15 (+2) 2 (−4) 12 (+1) 5 (−3)
of the ghost that can see it must succeed on a DC 13 Wisdom
Damage Resistances bludgeoning, piercing, and saving throw or be frightened for 1 minute. If the save fails by Damage Immunities poison Senses darkvision 30 ft., passive Perception 11
slashing from nonmagical attacks not made with 5 or more, the target also ages 1d4 × 10 years. A frightened Condition Immunities charmed, exhaustion, poisoned Languages —
adamantine weapons Senses darkvision 60 ft., passive Perception 10 Challenge 1/4 (50 XP)
target can repeat the saving throw at the end of each of its
Damage Immunities poison Languages Common
turns, ending the frightened condition on itself on a success.
Condition Immunities exhaustion, petrified, poisoned Challenge 1 (200 XP)
If a target’s saving throw is successful or the effect ends for it, Keen Smell. The badger has advantage on Wisdom
Senses darkvision 60 ft., passive Perception 10
Languages Terran the target is immune to this ghost’s Horrifying Visage for the (Perception) checks that rely on smell.
Challenge 2 (450 XP) next 24 hours. The aging effect can be reversed with a greater Actions
restoration spell, but only within 24 hours of it occurring. Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
Possession (Recharge 6). One humanoid that the ghost can Hit: 9 (2d6 + 2) piercing damage. Multiattack. The badger makes two attacks: one with its bite
False Appearance. While the gargoyle remains motionless, it
see within 5 feet of it must succeed on a DC 13 Charisma and one with its claws.
is indistinguishable from an inanimate statue. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
saving throw or be possessed by the ghost; the ghost then Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 7 (2d4 + 2) slashing damage. If the target is a creature
Actions disappears, and the target is incapacitated and loses control
other than an elf or undead, it must succeed on a DC 10 Hit: 4 (1d6 + 1) piercing damage.
of its body. The ghost now controls the body but doesn’t
Multiattack. The gargoyle makes two attacks: one with its Constitution saving throw or be paralyzed for 1 minute. The Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
deprive the target of awareness. The ghost can’t be targeted
bite and one with its claws. target can repeat the saving throw at the end of each of its Hit: 6 (2d4 + 1) slashing damage.
by any attack, spell, or other effect, except ones that turn
undead, and it retains its alignment, Intelligence, Wisdom, turns, ending the effect on itself on a success.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage. Charisma, and immunity to being charmed and frightened. It
otherwise uses the possessed target’s statistics, but doesn’t With their razor-sharp teeth and jagged claws, ghouls
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) slashing damage.
gain access to the target’s knowledge, class features, or roam the night in packs, driven by an insatiable hunger Giant Bat
proficiencies. for humanoid flesh. Large beast, unaligned
The possession lasts until the body drops to 0 hit points,
These malevolent creatures of elemental earth resemble the ghost ends it as a bonus action, or the ghost is turned or Armor Class 13
grotesque, fiendish statues. A gargoyle lurks among ma-
sonry and ruins, delighting in the terror it creates when it
forced out by an effect like the dispel evil and good spell. When
the possession ends, the ghost reappears in an unoccupied
Giant Ape Hit Points 22 (4d10)
Speed 10 ft., fly 60 ft.
Huge beast, unaligned
breaks from its suspended pose. space within 5 feet of the body. The target is immune to this
ghost’s Possession for 24 hours after succeeding on the STR DEX CON INT WIS CHA
Armor Class 12
saving throw or after the possession ends. 15 (+2) 16 (+3) 11 (+0) 2 (−4) 12 (+1) 6 (−2)
Hit Points 157 (15d12 + 60)
Ghost Speed 40 ft., climb 40 ft.
Senses blindsight 60 ft., passive Perception 11
Medium undead, any alignment A ghost is the soul of a once-living creature, bound to Languages —
haunt a location, creature, or object from its life. STR DEX CON INT WIS CHA
Challenge 1/4 (50 XP)
Armor Class 11 23 (+6) 14 (+2) 18 (+4) 7 (−2) 12 (+1) 7 (−2)
Hit Points 45 (10d8)
Speed 0 ft., fly 40 ft. (hover) Skills Athletics +9, Perception +4 Echolocation. The bat can’t use its blindsight while deafened.
Senses passive Perception 14
Languages — Keen Hearing. The bat has advantage on Wisdom
STR DEX CON INT WIS CHA
7 (−2) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 17 (+3) Challenge 7 (2,900 XP) (Perception) checks that rely on hearing.

Damage Resistances acid, fire, lightning, thunder;


Actions
bludgeoning, piercing, and slashing from Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
nonmagical attacks Multiattack. The ape makes two fist attacks. Hit: 5 (1d6 + 2) piercing damage.
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
grappled, paralyzed, petrified, poisoned, prone, restrained Hit: 22 (3d10 + 6) bludgeoning damage.
Senses darkvision 60 ft., passive Perception 11 Rock. Ranged Weapon Attack: +9 to hit, range 50/100 ft., one
Languages any languages it knew in life
target. Hit: 30 (7d6 + 6) bludgeoning damage.
Challenge 4 (1,100 XP)

Ethereal Sight. The ghost can see 60 feet into the Ethereal
Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ghost can move through other
creatures and objects as if they were difficult terrain. It takes 5
(1d10) force damage if it ends its turn inside an object.

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A giant eagle is a noble creature that speaks its own lan-
Giant Boar Giant Constrictor Snake Giant Crocodile guage and understands some speech.
Large beast, unaligned Huge beast, unaligned Huge beast, unaligned

Armor Class 12 (natural armor) Armor Class 12 Armor Class 14 (natural armor) Giant Elk
Hit Points 42 (5d10 + 15) Hit Points 60 (8d12 + 8) Hit Points 85 (9d12 + 27) Huge beast, unaligned
Speed 40 ft. Speed 30 ft., swim 30 ft. Speed 30 ft., swim 50 ft.
Armor Class 14 (natural armor)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA Hit Points 42 (5d12 + 10)
17 (+3) 10 (+0) 16 (+3) 2 (−4) 7 (−2) 5 (−3) 19 (+4) 14 (+2) 12 (+1) 1 (−5) 10 (+0) 3 (−4) 21 (+5) 9 (−1) 17 (+3) 2 (−4) 10 (+0) 7 (−2) Speed 60 ft.

Senses passive Perception 8 Skills Perception +2 Skills Stealth +5 STR DEX CON INT WIS CHA
Languages — Senses blindsight 10 ft., passive Perception 12 Senses passive Perception 10 19 (+4) 16 (+3) 14 (+2) 7 (−2) 14 (+2) 10 (+0)
Challenge 2 (450 XP) Languages — Languages —
Challenge 2 (450 XP) Challenge 5 (1,800 XP) Skills Perception +4
Senses passive Perception 14
Charge. If the boar moves at least 20 feet straight toward a
Languages Giant Elk, understands Common, Elvish, and
target and then hits it with a tusk attack on the same turn, the Actions Hold Breath. The crocodile can hold its breath
Sylvan but can’t speak them
target takes an extra 7 (2d6) slashing damage. If the target is for 30 minutes. Challenge 2 (450 XP)
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one
a creature, it must succeed on a DC 13 Strength saving throw
or be knocked prone.
creature. Hit: 11 (2d6 + 4) piercing damage. Actions
Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one Multiattack. The crocodile makes two attacks: one with its Charge. If the elk moves at least 20 feet straight toward a
Relentless (Recharges after a Short or Long Rest). If the boar target and then hits it with a ram attack on the same turn,
creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the bite and one with its tail.
takes 10 damage or less that would reduce it to 0 hit points, it the target takes an extra 7 (2d6) damage. If the target is a
target is grappled (escape DC 16). Until this grapple ends,
is reduced to 1 hit point instead. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. creature, it must succeed on a DC 14 Strength saving throw
the creature is restrained, and the snake can’t constrict
Hit: 21 (3d10 + 5) piercing damage, and the target is grappled or be knocked prone.
Actions another target.
(escape DC 16). Until this grapple ends, the target is
Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. restrained, and the crocodile can’t bite another target. Actions
Hit: 10 (2d6 + 3) slashing damage. Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one 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 Hit: 11 (2d6 + 4) bludgeoning damage.
Medium beast, unaligned damage. If the target is a creature, it must succeed on a DC Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one
16 Strength saving throw or be knocked prone.
Giant Centipede Armor Class 15 (natural armor)
prone creature. Hit: 22 (4d8 + 4) bludgeoning damage.
Small beast, unaligned Hit Points 13 (3d8)
Speed 30 ft., swim 30 ft.
Armor Class 13 (natural armor)
Hit Points 4 (1d6 + 1) STR DEX CON INT WIS CHA
Giant Eagle Giant Fire Beetle
Speed 30 ft., climb 30 ft. Large beast, neutral good Small beast, unaligned
13 (+1) 15 (+2) 11 (+0) 1 (−5) 9 (−1) 3 (−4)

STR DEX CON INT WIS CHA Armor Class 13 Armor Class 13 (natural armor)
Skills Stealth +4 Hit Points 26 (4d10 + 4)
5 (−3) 14 (+2) 12 (+1) 1 (−5) 7 (−2) 3 (−4) Senses blindsight 30 ft., passive Perception 9 Hit Points 4 (1d6 + 1)
Speed 10 ft., fly 80 ft. Speed 30 ft.
Languages —
Senses blindsight 30 ft., passive Perception 8 Challenge 1/8 (25 XP)
Languages — STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
Challenge 1/4 (50 XP) 16 (+3) 17 (+3) 13 (+1) 8 (−1) 14 (+2) 10 (+0) 8 (−1) 10 (+0) 12 (+1) 1 (−5) 7 (−2) 3 (−4)
Amphibious. The crab can breathe air and water.
Skills Perception +4 Senses blindsight 30 ft., passive Perception 8
Actions Actions Senses passive Perception 14 Languages —
Languages Giant Eagle, understands Common and Auran but Challenge 0 (10 XP)
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
can’t speak them
creature. Hit: 4 (1d4 + 2) piercing damage, and the target Hit: 4 (1d6 + 1) bludgeoning damage, and the target is Challenge 1 (200 XP)
must succeed on a DC 11 Constitution saving throw or take grappled (escape DC 11). The crab has two claws, each of Illumination. The beetle sheds bright light in a 10-foot radius
10 (3d6) poison damage. If the poison damage reduces the which can grapple only one target. and dim light for an additional 10 feet.
target to 0 hit points, the target is stable but poisoned for 1 Keen Sight. The eagle has advantage on Wisdom (Perception)
hour, even after regaining hit points, and is paralyzed while checks that rely on sight. Actions
poisoned in this way.
Actions Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
Hit: 2 (1d6 − 1) slashing damage.
Multiattack. The eagle makes two attacks: one with its beak
and one with its talons.
A giant fire beetle is a nocturnal creature that features a
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. pair of glowing glands that give off light for 1d6 days after
Hit: 6 (1d6 + 3) piercing damage.
the beetle dies.
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage.

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Giant Frog Giant Goat Giant Lizard Giant Owl


Medium beast, unaligned Large beast, unaligned Large beast, unaligned Large beast, neutral

Armor Class 11 Armor Class 11 (natural armor) Armor Class 12 (natural armor) Armor Class 12
Hit Points 18 (4d8) Hit Points 19 (3d10 + 3) Hit Points 19 (3d10 + 3) Hit Points 19 (3d10 + 3)
Speed 30 ft., swim 30 ft. Speed 40 ft. Speed 30 ft., climb 30 ft. Speed 5 ft., fly 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 11 (+0) 2 (−4) 10 (+0) 3 (−4) 17 (+3) 11 (+0) 12 (+1) 3 (−4) 12 (+1) 6 (−2) 15 (+2) 12 (+1) 13 (+1) 2 (−4) 10 (+0) 5 (−3) 13 (+1) 15 (+2) 12 (+1) 8 (−1) 13 (+1) 10 (+0)

Skills Perception +2, Stealth +3 Senses passive Perception 11 Senses darkvision 30 ft., passive Perception 10 Skills Perception +5, Stealth +4
Senses darkvision 30 ft., passive Perception 12 Languages — Languages — Senses darkvision 120 ft., passive Perception 15
Languages — Challenge 1/2 (100 XP) Challenge 1/4 (50 XP) Languages Giant Owl, understands Common, Elvish, and
Challenge 1/4 (50 XP) Sylvan but can’t speak them
Challenge 1/4 (50 XP)
Charge. If the goat moves at least 20 feet straight toward a Actions
Amphibious. The frog can breathe air and water. target and then hits it with a ram attack on the same turn,
the target takes an extra 5 (2d4) bludgeoning damage. If the Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Flyby. The owl doesn’t provoke opportunity attacks when it
Standing Leap. The frog’s long jump is up to 20 feet and its Hit: 6 (1d8 + 2) piercing damage. flies out of an enemy’s reach.
target is a creature, it must succeed on a DC 13 Strength
high jump is up to 10 feet, with or without a running start.
saving throw or be knocked prone.
Keen Hearing and Sight. The owl has advantage on Wisdom
Actions Giant lizards are fearsome predators often used as (Perception) checks that rely on hearing or sight.
Sure-Footed. The goat has advantage on Strength and
mounts or draft animals by reptilian humanoids and resi-
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Dexterity saving throws made against effects that would
knock it prone. dents of the Underdark. Actions
Hit: 4 (1d6 + 1) piercing damage, and the target is grappled
(escape DC 11). Until this grapple ends, the target is Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
restrained, and the frog can’t bite another target. Actions Hit: 8 (2d6 + 1) slashing damage.
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Giant Octopus
Swallow. The frog makes one bite attack against a Small or Large beast, unaligned
Hit: 8 (2d4 + 3) bludgeoning damage. Giant owls are intelligent creatures that are the guard-
smaller target it is grappling. If the attack hits, the target
is swallowed, and the grapple ends. The swallowed target Armor Class 11 ians of their woodland realms.
is blinded and restrained, it has total cover against attacks Hit Points 52 (8d10 + 8)
and other effects outside the frog, and it takes 5 (2d4) acid Speed 10 ft., swim 60 ft.
damage at the start of each of the frog’s turns. The frog can Giant Hyena Giant Poisonous Snake
have only one target swallowed at a time. Large beast, unaligned STR DEX CON INT WIS CHA Medium beast, unaligned
If the frog dies, a swallowed creature is no longer restrained 17 (+3) 13 (+1) 13 (+1) 4 (−3) 10 (+0) 4 (−3)
by it and can escape from the corpse using 5 feet of Armor Class 12
Armor Class 14
movement, exiting prone. Hit Points 45 (6d10 + 12) Skills Perception +4, Stealth +5 Hit Points 11 (2d8 + 2)
Speed 50 ft. Senses darkvision 60 ft., passive Perception 14 Speed 30 ft., swim 30 ft.
Languages —
STR DEX CON INT WIS CHA Challenge 1 (200 XP) STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 2 (−4) 12 (+1) 7 (−2)
10 (+0) 18 (+4) 13 (+1) 2 (−4) 10 (+0) 3 (−4)
Skills Perception +3 Hold Breath. While out of water, the octopus can hold its
breath for 1 hour. Skills Perception +2
Senses passive Perception 13
Senses blindsight 10 ft., passive Perception 12
Languages —
Underwater Camouflage. The octopus has advantage on Languages —
Challenge 1 (200 XP)
Dexterity (Stealth) checks made while underwater. Challenge 1/4 (50 XP)

Water Breathing. The octopus can breathe only underwater.


Rampage. When the hyena reduces a creature to 0 hit points
with a melee attack on its turn, the hyena can take a bonus Actions
Actions
action to move up to half its speed and make a bite attack. Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one Hit: 6 (1d4 + 4) piercing damage, and the target must make
Actions target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a DC 11 Constitution saving throw, taking 10 (3d6) poison
a creature, it is grappled (escape DC 16). Until this grapple damage on a failed save, or half as much damage on a
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
ends, the target is restrained, and the octopus can’t use its successful one.
Hit: 10 (2d6 + 3) piercing damage.
tentacles on another target.
Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-
radius cloud of ink extends all around the octopus if it is
underwater. The area is heavily obscured for 1 minute,
although a significant current can disperse the ink. After
releasing the ink, the octopus can use the Dash action as a
bonus action.

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Giant Rat Giant Sea Horse Giant Spider Amphibious. The toad can breathe air and water.
Small beast, unaligned Large beast, unaligned Large beast, unaligned Standing Leap. The toad’s long jump is up to 20 feet and its
high jump is up to 10 feet, with or without a running start.
Armor Class 12 Armor Class 13 (natural armor) Armor Class 14 (natural armor)
Hit Points 7 (2d6) Hit Points 16 (3d10) Hit Points 26 (4d10 + 4) Actions
Speed 30 ft. Speed 0 ft., swim 40 ft. Speed 30 ft., climb 30 ft. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA damage, and the target is grappled (escape DC 13). Until this
7 (−2) 15 (+2) 11 (+0) 2 (−4) 10 (+0) 4 (−3) 12 (+1) 15 (+2) 11 (+0) 2 (−4) 12 (+1) 5 (−3) 14 (+2) 16 (+3) 12 (+1) 2 (−4) 11 (+0) 4 (−3) grapple ends, the target is restrained, and the toad can’t bite
another target.
Senses darkvision 60 ft., passive Perception 10 Senses passive Perception 11 Skills Stealth +7
Languages — Languages — Senses blindsight 10 ft., darkvision 60 ft., passive Swallow. The toad makes one bite attack against a Medium
Challenge 1/8 (25 XP) Challenge 1/2 (100 XP) Perception 10 or smaller target it is grappling. If the attack hits, the target
Languages — is swallowed, and the grapple ends. The swallowed target
Challenge 1 (200 XP) is blinded and restrained, it has total cover against attacks
Keen Smell. The rat has advantage on Wisdom (Perception) Charge. If the sea horse moves at least 20 feet straight toward
and other effects outside the toad, and it takes 10 (3d6) acid
checks that rely on smell. a target and then hits it with a ram attack on the same turn,
Spider Climb. The spider can climb difficult surfaces, damage at the start of each of the toad’s turns. The toad can
the target takes an extra 7 (2d6) bludgeoning damage. If the
Pack Tactics. The rat has advantage on an attack roll against a including upside down on ceilings, without needing to make have only one target swallowed at a time.
target is a creature, it must succeed on a DC 11 Strength
creature if at least one of the rat’s allies is within 5 feet of the an ability check. If the toad dies, a swallowed creature is no longer
saving throw or be knocked prone.
creature and the ally isn’t incapacitated. restrained by it and can escape from the corpse using 5 feet
Water Breathing. The sea horse can breathe only underwater. Web Sense. While in contact with a web, the spider knows of movement, exiting prone.
Actions the exact location of any other creature in contact with
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Actions the same web.
Hit: 4 (1d4 + 2) piercing damage. Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Web Walker. The spider ignores movement restrictions
Hit: 4 (1d6 + 1) bludgeoning damage. caused by webbing. Giant Vulture
Large beast, neutral evil
Giant sea horses are often used as mounts by aquatic Actions
Giant Scorpion humanoids. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Armor Class 10
Hit Points 22 (3d10 + 6)
Large beast, unaligned Hit: 7 (1d8 + 3) piercing damage, and the target must make Speed 10 ft., fly 60 ft.
a DC 11 Constitution saving throw, taking 9 (2d8) poison
Armor Class 15 (natural armor)
Hit Points 52 (7d10 + 14) Giant Shark damage on a failed save, or half as much damage on a
successful one. If the poison damage reduces the target to 0
STR DEX CON INT WIS CHA
Speed 40 ft. Huge beast, unaligned 15 (+2) 10 (+0) 15 (+2) 6 (−2) 12 (+1) 7 (−2)
hit points, the target is stable but poisoned for 1 hour, even
Armor Class 13 (natural armor) after regaining hit points, and is paralyzed while poisoned Skills Perception +3
STR DEX CON INT WIS CHA in this way.
15 (+2) 13 (+1) 15 (+2) 1 (−5) 9 (−1) 3 (−4) Hit Points 126 (11d12 + 55) Senses passive Perception 13
Speed 0 ft., swim 50 ft. Languages understands Common but can’t speak
Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit,
Senses blindsight 60 ft., passive Perception 9 range 30/60 ft., one creature. Hit: The target is restrained Challenge 1 (200 XP)
Languages — STR DEX CON INT WIS CHA
by webbing. As an action, the restrained target can make a
Challenge 3 (700 XP) 23 (+6) 11 (+0) 21 (+5) 1 (−5) 10 (+0) 5 (−3)
DC 12 Strength check, bursting the webbing on a success. Keen Sight and Smell. The vulture has advantage on Wisdom
The webbing can also be attacked and destroyed (AC 10; hp (Perception) checks that rely on sight or smell.
Skills Perception +3
5; vulnerability to fire damage; immunity to bludgeoning,
Actions Senses blindsight 60 ft., passive Perception 13 Pack Tactics. The vulture has advantage on an attack roll
poison, and psychic damage).
Languages — against a creature if at least one of the vulture’s allies is within
Multiattack. The scorpion makes three attacks: two with its Challenge 5 (1,800 XP) 5 feet of the creature and the ally isn’t incapacitated.
claws and one with its sting.
Actions
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) bludgeoning damage, and the target is
Blood Frenzy. The shark has advantage on melee attack rolls
against any creature that doesn’t have all its hit points.
Giant Toad Multiattack. The vulture makes two attacks: one with its beak
Large beast, unaligned
grappled (escape DC 12). The scorpion has two claws, each of and one with its talons.
which can grapple only one target. Water Breathing. The shark can breathe only underwater.
Armor Class 11 Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one Actions Hit Points 39 (6d10 + 6) Hit: 7 (2d4 + 2) piercing damage.
creature. Hit: 7 (1d10 + 2) piercing damage, and the target Speed 20 ft., swim 40 ft.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
must make a DC 12 Constitution saving throw, taking 22 Hit: 22 (3d10 + 6) piercing damage.
(4d10) poison damage on a failed save, or half as much STR DEX CON INT WIS CHA Hit: 9 (2d6 + 2) slashing damage.
damage on a successful one. 15 (+2) 13 (+1) 13 (+1) 2 (−4) 10 (+0) 3 (−4)
A giant shark is 30 feet long and normally found in A giant vulture has advanced intelligence and a malev-
deep oceans. Senses darkvision 30 ft., passive Perception 10
olent bent.
Languages —
Challenge 1 (200 XP)

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Giant Wasp Languages —


Challenge 1/4 (50 XP) Goat Grick
Medium beast, unaligned Medium beast, unaligned Medium monstrosity, neutral

Armor Class 12 Spider Climb. The spider can climb difficult surfaces, Armor Class 10 Armor Class 14 (natural armor)
Hit Points 13 (3d8) including upside down on ceilings, without needing to make Hit Points 4 (1d8) Hit Points 27 (6d8)
Speed 10 ft., fly 50 ft. an ability check. Speed 40 ft. Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA Web Sense. While in contact with a web, the spider knows STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 1 (−5) 10 (+0) 3 (−4) the exact location of any other creature in contact with 12 (+1) 10 (+0) 11 (+0) 2 (−4) 10 (+0) 5 (−3) 14 (+2) 14 (+2) 11 (+0) 3 (−4) 14 (+2) 5 (−3)
the same web.
Senses passive Perception 10 Web Walker. The spider ignores movement restrictions Senses passive Perception 10 Damage Resistances bludgeoning, piercing, and slashing
Languages — caused by webbing. Languages — from nonmagical attacks
Challenge 1/2 (100 XP) Challenge 0 (10 XP) Senses darkvision 60 ft., passive Perception 12
Actions Languages —
Challenge 2 (450 XP)
Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Charge. If the goat moves at least 20 feet straight toward a
Hit: 4 (1d6 + 1) piercing damage, and the target must make target and then hits it with a ram attack on the same turn,
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one a DC 11 Constitution saving throw, taking 7 (2d6) poison the target takes an extra 2 (1d4) bludgeoning damage. If the Stone Camouflage. The grick has advantage on Dexterity
creature. Hit: 5 (1d6 + 2) piercing damage, and the target damage on a failed save, or half as much damage on a target is a creature, it must succeed on a DC 10 Strength (Stealth) checks made to hide in rocky terrain.
must make a DC 11 Constitution saving throw, taking 10 successful one. If the poison damage reduces the target to 0 saving throw or be knocked prone.
(3d6) poison damage on a failed save, or half as much hit points, the target is stable but poisoned for 1 hour, even Actions
damage on a successful one. If the poison damage reduces Sure-Footed. The goat has advantage on Strength and
after regaining hit points, and is paralyzed while poisoned Multiattack. The grick makes one attack with its tentacles. If
the target to 0 hit points, the target is stable but poisoned for Dexterity saving throws made against effects that would
in this way. that attack hits, the grick can make one beak attack against
1 hour, even after regaining hit points, and is paralyzed while knock it prone.
the same target.
poisoned in this way.
Giant wolf spiders hunt prey across open ground or hide Actions Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one
in burrows or crevices to attack from ambush. Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. target. Hit: 9 (2d6 + 2) slashing damage.
Hit: 3 (1d4 + 1) bludgeoning damage.
Giant Weasel Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Medium beast, unaligned Gnoll Hit: 5 (1d6 + 2) piercing damage.
Medium humanoid (gnoll), chaotic evil
Armor Class 13
Hit Points 9 (2d8) Armor Class 15 (hide armor, shield)
Goblin This wormlike monstrosity blends in with the rock of the
caverns it haunts. When prey comes near, its barbed ten-
Small humanoid (goblinoid), neutral evil
Speed 40 ft. Hit Points 22 (5d8) tacles unfurl to reveal its hungry, snapping beak.
Speed 30 ft. Armor Class 15 (leather armor, shield)
STR DEX CON INT WIS CHA Hit Points 7 (2d6)
11 (+0) 16 (+3) 10 (+0) 4 (−3) 12 (+1) 5 (−3) STR
14 (+2)
DEX
12 (+1)
CON
11 (+0)
INT
6 (−2)
WIS
10 (+0)
CHA
7 (−2)
Speed 30 ft. Griffon
Large monstrosity, unaligned
Skills Perception +3, Stealth +5 STR DEX CON INT WIS CHA
Senses darkvision 60 ft., passive Perception 13 Senses darkvision 60 ft., passive Perception 10 8 (−1) 14 (+2) 10 (+0) 10 (+0) 8 (−1) 8 (−1) Armor Class 12
Languages — Languages Gnoll
Hit Points 59 (7d10 + 21)
Challenge 1/8 (25 XP) Challenge 1/2 (100 XP) Skills Stealth +6 Speed 30 ft., fly 80 ft.
Senses darkvision 60 ft., passive Perception 9
Keen Hearing and Smell. The weasel has advantage on Rampage. When the gnoll reduces a creature to 0 hit points Languages Common, Goblin STR DEX CON INT WIS CHA
Wisdom (Perception) checks that rely on hearing or smell. with a melee attack on its turn, the gnoll can take a bonus Challenge 1/4 (50 XP) 18 (+4) 15 (+2) 16 (+3) 2 (−4) 13 (+1) 8 (−1)
action to move up to half its speed and make a bite attack.
Actions Nimble Escape. The goblin can take the Disengage or Hide Skills Perception +5
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Actions action as a bonus action on each of its turns. Senses darkvision 60 ft., passive Perception 15
Languages —
Hit: 5 (1d4 + 3) piercing damage. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Actions Challenge 2 (450 XP)
Hit: 4 (1d4 + 2) piercing damage.
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) slashing damage. Keen Sight. The griffon has advantage on Wisdom
ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing
Giant Wolf Spider damage, or 6 (1d8 + 2) piercing damage if used with two Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft.,
(Perception) checks that rely on sight.
Medium beast, unaligned hands to make a melee attack. one target. Hit: 5 (1d6 + 2) piercing damage. Actions
Armor Class 13 Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., Multiattack. The griffon makes two attacks: one with its beak
Hit Points 11 (2d8 + 2) one target. Hit: 5 (1d8 + 1) piercing damage. Goblins are small, black-hearted humanoids that lair in and one with its claws.
Speed 40 ft., climb 40 ft. despoiled dungeons and other dismal settings. Individu-
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Gnolls are feral, hyena-headed humanoids that attack ally weak, they gather in large numbers to torment other
STR DEX CON INT WIS CHA Hit: 8 (1d8 + 4) piercing damage.
without warning, slaughtering their victims and devour- creatures.
12 (+1) 16 (+3) 13 (+1) 3 (−4) 12 (+1) 4 (−3) Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
ing their flesh.
Hit: 11 (2d6 + 4) slashing damage.
Skills Perception +3, Stealth +7
Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 13 A griffon is an avian carnivore with the muscular body of
a lion and the head, forelegs, and wings of an eagle.
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Harpy Hawk Hill Giant Hobgoblin
Medium monstrosity, chaotic evil Tiny beast, unaligned Huge giant, chaotic evil Medium humanoid (goblinoid), lawful evil

Armor Class 11 Armor Class 13 Armor Class 13 (natural armor) Armor Class 18 (chain mail, shield)
Hit Points 38 (7d8 + 7) Hit Points 1 (1d4 − 1) Hit Points 105 (10d12 + 40) Hit Points 11 (2d8 + 2)
Speed 20 ft., fly 40 ft. Speed 10 ft., fly 60 ft. Speed 40 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 12 (+1) 7 (−2) 10 (+0) 13 (+1) 5 (−3) 16 (+3) 8 (−1) 2 (−4) 14 (+2) 6 (−2) 21 (+5) 8 (−1) 19 (+4) 5 (−3) 9 (−1) 6 (−2) 13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 9 (−1)

Senses passive Perception 10 Skills Perception +4 Skills Perception +2 Senses darkvision 60 ft., passive Perception 10
Languages Common Senses passive Perception 14 Senses passive Perception 12 Languages Common, Goblin
Challenge 1 (200 XP) Languages — Languages Giant Challenge 1/2 (100 XP)
Challenge 0 (10 XP) Challenge 5 (1,800 XP)

Actions Martial Advantage. Once per turn, the hobgoblin can deal
Keen Sight. The hawk has advantage on Wisdom (Perception) Actions an extra 7 (2d6) damage to a creature it hits with a weapon
Multiattack. The harpy makes two attacks: one with its claws checks that rely on sight. attack if that creature is within 5 feet of an ally of the
and one with its club. Multiattack. The giant makes two greatclub attacks.
hobgoblin that isn’t incapacitated.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Actions Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Hit: 6 (2d4 + 1) slashing damage. Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. target. Hit: 18 (3d8 + 5) bludgeoning damage. Actions
Hit: 1 slashing damage. Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one
target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1)
Hit: 3 (1d4 + 1) bludgeoning damage. target. Hit: 21 (3d10 + 5) bludgeoning damage.
slashing damage if used with two hands.
Luring Song. The harpy sings a magical melody. Every
humanoid and giant within 300 feet of the harpy that can hear Hell Hound Hill giants are selfish, dimwitted brutes that hunt and Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft.,
one target. Hit: 5 (1d8 + 1) piercing damage.
the song must succeed on a DC 11 Wisdom saving throw Medium fiend, lawful evil raid in constant search of food. Their skins are tan from
or be charmed until the song ends. The harpy must take a lives spent beneath the sun, and their weapons are up-
bonus action on its subsequent turns to continue singing. It Armor Class 15 (natural armor) rooted trees and rocks pulled from the earth.
Hobgoblins are large goblinoids with dark orange or
can stop singing at any time. The song ends if the harpy is Hit Points 45 (7d8 + 14)
Speed 50 ft. red-orange skin. A hobgoblin measures virtue by physical
incapacitated.
strength and martial prowess, caring about nothing ex-
While charmed by the harpy, a target is incapacitated and
ignores the songs of other harpies. If the charmed target is STR DEX CON INT WIS CHA
Hippogriff cept skill and cunning in battle.
Large monstrosity, unaligned
more than 5 feet away from the harpy, the target must move 17 (+3) 12 (+1) 14 (+2) 6 (−2) 13 (+1) 6 (−2)
on its turn toward the harpy by the most direct route, trying Armor Class 11
to get within 5 feet. It doesn’t avoid opportunity attacks, but Skills Perception +5 Hit Points 19 (3d10 + 3) Hunter Shark
before moving into damaging terrain, such as lava or a pit, Damage Immunities fire Speed 40 ft., fly 60 ft. Large beast, unaligned
and whenever it takes damage from a source other than the Senses darkvision 60 ft., passive Perception 15
harpy, a target can repeat the saving throw. A charmed target Languages understands Infernal but can’t speak it STR DEX CON INT WIS CHA Armor Class 12 (natural armor)
can also repeat the saving throw at the end of each of its Challenge 3 (700 XP) 17 (+3) 13 (+1) 13 (+1) 2 (−4) 12 (+1) 8 (−1) Hit Points 45 (6d10 + 12)
turns. If the saving throw is successful, the effect ends on it. Speed 0 ft., swim 40 ft.
A target that successfully saves is immune to this harpy’s Keen Hearing and Smell. The hound has advantage on Skills Perception +5
song for the next 24 hours. Senses passive Perception 15 STR DEX CON INT WIS CHA
Wisdom (Perception) checks that rely on hearing or smell.
Languages — 18 (+4) 13 (+1) 15 (+2) 1 (−5) 10 (+0) 4 (−3)
Pack Tactics. The hound has advantage on an attack roll Challenge 1 (200 XP)
A harpy combines the body, legs, and wings of a vul- against a creature if at least one of the hound’s allies is within Skills Perception +2
ture with the torso, arms, and head of a human female. 5 feet of the creature and the ally isn’t incapacitated. Senses blindsight 30 ft., passive Perception 12
Its sweet song has lured countless adventurers to Keen Sight. The hippogriff has advantage on Wisdom Languages —
their deaths. Actions (Perception) checks that rely on sight. Challenge 2 (450 XP)
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Actions
Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage. Blood Frenzy. The shark has advantage on melee attack rolls
Multiattack. The hippogriff makes two attacks: one with its
against any creature that doesn’t have all its hit points.
Fire Breath (Recharge 5–6). The hound exhales fire in a beak and one with its claws.
15-foot cone. Each creature in that area must make a DC Water Breathing. The shark can breathe only underwater.
12 Dexterity saving throw, taking 21 (6d6) fire damage on a Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
failed save, or half as much damage on a successful one. Hit: 8 (1d10 + 3) piercing damage. Actions
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Fire-breathing fiends that take the form of powerful dogs, Hit: 10 (2d6 + 3) slashing damage. Hit: 13 (2d8 + 4) piercing damage.
hell hounds commonly serve evil creatures that use them
as guard animals and companions. A hunter shark is 15 to 20 feet long, and usually hunts
A hippogriff is a magical creature possessing the wings
alone in deep waters.
and forelimbs of an eagle, the hindquarters of a horse,
and a head that combines the features of both animals.

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Hydra Hyena Killer Whale Lion


Huge monstrosity, unaligned Medium beast, unaligned Huge beast, unaligned Large beast, unaligned

Armor Class 15 (natural armor) Armor Class 11 Armor Class 12 (natural armor) Armor Class 12
Hit Points 172 (15d12 + 75) Hit Points 5 (1d8 + 1) Hit Points 90 (12d12 + 12) Hit Points 26 (4d10 + 4)
Speed 30 ft., swim 30 ft. Speed 50 ft. Speed 0 ft., swim 60 ft. Speed 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 20 (+5) 2 (−4) 10 (+0) 7 (−2) 11 (+0) 13 (+1) 12 (+1) 2 (−4) 12 (+1) 5 (−3) 19 (+4) 10 (+0) 13 (+1) 3 (−4) 12 (+1) 7 (−2) 17 (+3) 15 (+2) 13 (+1) 3 (−4) 12 (+1) 8 (−1)

Skills Perception +6 Skills Perception +3 Skills Perception +3 Skills Perception +3, Stealth +6
Senses darkvision 60 ft., passive Perception 16 Senses passive Perception 13 Senses blindsight 120 ft., passive Perception 13 Senses passive Perception 13
Languages — Languages — Languages — Languages —
Challenge 8 (3,900 XP) Challenge 0 (10 XP) Challenge 3 (700 XP) Challenge 1 (200 XP)

Hold Breath. The hydra can hold its breath for 1 hour. Pack Tactics. The hyena has advantage on an attack roll Echolocation. The whale can’t use its blindsight Keen Smell. The lion has advantage on Wisdom (Perception)
against a creature if at least one of the hyena’s allies is within while deafened. checks that rely on smell.
Multiple Heads. The hydra has five heads. While it has more
5 feet of the creature and the ally isn’t incapacitated.
than one head, the hydra has advantage on saving throws Hold Breath. The whale can hold its breath for 30 minutes. Pack Tactics. The lion has advantage on an attack roll against
against being blinded, charmed, deafened, frightened, Actions a creature if at least one of the lion’s allies is within 5 feet of
Keen Hearing. The whale has advantage on Wisdom
stunned, and knocked unconscious. the creature and the ally isn’t incapacitated.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. (Perception) checks that rely on hearing.
Whenever the hydra takes 25 or more damage in a single
Hit: 3 (1d6) piercing damage. Pounce. If the lion moves at least 20 feet straight toward a
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
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
heads that died since its last turn, unless it has taken fire
Hit: 21 (5d6 + 4) piercing damage. or be knocked prone. If the target is prone, the lion can make
damage since its last turn. The hydra regains 10 hit points for
each head regrown in this way. Jackal one bite attack against it as a bonus action.
Small beast, unaligned Running Leap. With a 10-foot running start, the lion can long
Reactive Heads. For each head the hydra has beyond jump up to 25 feet.
one, it gets an extra reaction that can be used only for
Armor Class 12 Kobold
opportunity attacks.
Hit Points 3 (1d6) Small humanoid (kobold), lawful evil Actions
Speed 40 ft.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Wakeful. While the hydra sleeps, at least one of its Armor Class 12
STR DEX CON INT WIS CHA Hit: 7 (1d8 + 3) piercing damage.
heads is awake. Hit Points 5 (2d6 − 2)
8 (−1) 15 (+2) 11 (+0) 3 (−4) 12 (+1) 6 (−2) Speed 30 ft. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Actions Hit: 6 (1d6 + 3) slashing damage.
Multiattack. The hydra makes as many bite attacks as Skills Perception +3 STR DEX CON INT WIS CHA
it has heads. Senses passive Perception 13 7 (−2) 15 (+2) 9 (−1) 8 (−1) 7 (−2) 8 (−1)
Languages —
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 10 (1d10 + 5) piercing damage.
Challenge 0 (10 XP) Senses darkvision 60 ft., passive Perception 8
Languages Common, Draconic
Lizard
Tiny beast, unaligned
Keen Hearing and Smell. The jackal has advantage on Challenge 1/8 (25 XP)
The hydra is a reptilian horror with a crocodilian body Wisdom (Perception) checks that rely on hearing or smell. Armor Class 10
and multiple heads on long, serpentine necks. Although Sunlight Sensitivity. While in sunlight, the kobold has Hit Points 2 (1d4)
Pack Tactics. The jackal has advantage on an attack roll
its heads can be severed, the hydra magically regrows disadvantage on attack rolls, as well as on Wisdom Speed 20 ft., climb 20 ft.
against a creature if at least one of the jackal’s allies is within
them in short order. (Perception) checks that rely on sight.
5 feet of the creature and the ally isn’t incapacitated. STR DEX CON INT WIS CHA
Pack Tactics. The kobold has advantage on an attack roll 2 (−4) 11 (+0) 10 (+0) 1 (−5) 8 (−1) 3 (−4)
Actions against a creature if at least one of the kobold’s allies is within
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 5 feet of the creature and the ally isn’t incapacitated. Senses darkvision 30 ft., passive Perception 9
Hit: 1 (1d4 – 1) piercing damage. Languages —
Actions Challenge 0 (10 XP)
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) piercing damage.
Actions
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
target. Hit: 4 (1d4 + 2) bludgeoning damage.
Hit: 1 piercing damage.

Kobolds are craven reptilian humanoids that commonly


infest dungeons. They make up for their physical inepti-
tude with a cleverness for trap making.

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Lizardfolk Actions Mastiff Actions
Medium humanoid (lizardfolk), neutral Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one Medium beast, unaligned Multiattack. The medusa makes either three melee attacks—
target. Hit: 25 (4d8 + 7) piercing damage. one with its snake hair and two with its shortsword—or two
Armor Class 15 (natural armor, shield) Armor Class 12 ranged attacks with its longbow.
Hit Points 22 (4d8 + 4) Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one Hit Points 5 (1d8 + 1)
Speed 30 ft., swim 30 ft. prone creature. Hit: 29 (4d10 + 7) bludgeoning damage. Speed 40 ft. Snake Hair. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 4 (1d4 + 2) piercing damage plus 14 (4d6)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA poison damage.
A mammoth is an elephantine creature with thick fur and
15 (+2) 10 (+0) 13 (+1) 7 (−2) 12 (+1) 7 (−2) long tusks. 13 (+1) 14 (+2) 12 (+1) 3 (−4) 12 (+1) 7 (−2) Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
Skills Perception +3, Stealth +4, Survival +5 Skills Perception +3
Senses passive Perception 13
Languages Draconic Manticore Senses passive Perception 13
Languages —
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600
ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6)
Challenge 1/2 (100 XP) Large monstrosity, lawful evil Challenge 1/8 (25 XP) poison damage.
Armor Class 14 (natural armor)
Hold Breath. The lizardfolk can hold its breath for 15 minutes. Hit Points 68 (8d10 + 24) Keen Hearing and Smell. The mastiff has advantage on A victim of a terrible curse, the serpent-haired medusa
Speed 30 ft., fly 50 ft. Wisdom (Perception) checks that rely on hearing or smell. petrifies all those who gaze upon it, turning creatures
Actions into stone monuments to its corruption.
Multiattack. The lizardfolk makes two melee attacks, each STR DEX CON INT WIS CHA Actions
one with a different weapon. 17 (+3) 16 (+3) 17 (+3) 7 (−2) 12 (+1) 8 (−1) Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Senses darkvision 60 ft., passive Perception 11
Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, Merfolk
it must succeed on a DC 11 Strength saving throw or be Medium humanoid (merfolk), neutral
Hit: 5 (1d6 + 2) piercing damage. Languages Common knocked prone.
Challenge 3 (700 XP)
Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one Armor Class 11
target. Hit: 5 (1d6 + 2) bludgeoning damage. Hit Points 11 (2d8 + 2)
Mastiffs are impressive hounds prized by humanoids for
Tail Spike Regrowth. The manticore has twenty-four tail Speed 10 ft., swim 40 ft.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach their loyalty and keen senses.
spikes. Used spikes regrow when the manticore finishes
5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) STR DEX CON INT WIS CHA
a long rest.
piercing damage. 10 (+0) 13 (+1) 12 (+1) 11 (+0) 11 (+0) 12 (+1)
Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one Actions Medusa
Medium monstrosity, lawful evil Skills Perception +2
target. Hit: 5 (1d6 + 2) piercing damage. Multiattack. The manticore makes three attacks: one with its
Senses passive Perception 12
bite and two with its claws or three with its tail spikes. Armor Class 15 (natural armor) Languages Aquan, Common
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit Points 127 (17d8 + 51) Challenge 1/8 (25 XP)
Lizardfolk are primitive reptilian humanoids that lurk in Speed 30 ft.
swamps and jungles. Fiercely territorial, they kill when it Hit: 7 (1d8 + 3) piercing damage.
is expedient and do whatever it takes to survive. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. STR DEX CON INT WIS CHA Amphibious. The merfolk can breathe air and water.
Hit: 6 (1d6 + 3) slashing damage. 10 (+0) 15 (+2) 16 (+3) 12 (+1) 13 (+1) 15 (+2)
Actions
Mammoth Tail Spike. Ranged Weapon Attack: +5 to hit, range 100/200
ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Skills Deception +5, Insight +4, Perception +4, Stealth +5 Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft.
Huge beast, unaligned Senses darkvision 60 ft., passive Perception 14 or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage,
Languages Common or 4 (1d8) piercing damage if used with two hands to make a
Armor Class 13 (natural armor) A manticore has a vaguely humanoid head, the body of Challenge 6 (2,300 XP) melee attack.
Hit Points 126 (11d12 + 55) a lion, and the wings of a dragon. Its long tail ends in a
Speed 40 ft. cluster of deadly spikes that can impale prey at impres- Petrifying Gaze. When a creature that can see the medusa’s Merfolk are aquatic humanoids with the lower body of a
sive range. eyes starts its turn within 30 feet of the medusa, the medusa fish. They live in small tribes beneath the waves.
STR DEX CON INT WIS CHA
can force it to make a DC 14 Constitution saving throw if
24 (+7) 9 (−1) 21 (+5) 3 (−4) 11 (+0) 6 (−2)
the medusa isn’t incapacitated and can see the creature. If
the saving throw fails by 5 or more, the creature is instantly
Senses passive Perception 10
petrified. Otherwise, a creature that fails the save begins to
Languages —
Challenge 6 (2,300 XP) 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
Trampling Charge. If the mammoth moves at least 20 feet petrification lasts until the creature is freed by the greater
straight toward a creature and then hits it with a gore attack restoration spell or other magic.
on the same turn, that target must succeed on a DC 18 Unless surprised, a creature can avert its eyes to avoid the
Strength saving throw or be knocked prone. If the target is saving throw at the start of its turn. If the creature does so, it
prone, the mammoth can make one stomp attack against it can’t see the medusa until the start of its next turn, when it
as a bonus action. 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.

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Minotaur Actions Nothic Spider Climb. The jelly can climb difficult surfaces, including
upside down on ceilings, without needing to make an
Large monstrosity, chaotic evil Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft., one Medium aberration, neutral evil
ability check.
target. Hit: 4 (1d4 + 2) bludgeoning damage.
Armor Class 14 (natural armor) Armor Class 15 (natural armor) Actions
Hit Points 76 (9d10 + 27) Hit Points 45 (6d8 + 18)
Speed 40 ft. Speed 30 ft. Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one

STR DEX CON INT WIS CHA


Mummy STR DEX CON INT WIS CHA
target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6)
acid damage.
Medium undead, lawful evil
18 (+4) 11 (+0) 16 (+3) 6 (−2) 16 (+3) 9 (−1) 14 (+2) 16 (+3) 16 (+3) 13 (+1) 10 (+0) 8 (−1)
Reactions
Armor Class 11 (natural armor)
Skills Perception +7 Hit Points 58 (9d8 + 18) Skills Arcana +3, Insight +4, Perception +2, Stealth +5 Split. When a jelly that is Medium or larger is subjected to
Senses darkvision 60 ft., passive Perception 17 Speed 20 ft. Senses truesight 120 ft., passive Perception 12 lightning or slashing damage, it splits into two new jellies if it
Languages Abyssal Languages Undercommon has at least 10 hit points. Each new jelly has hit points equal
Challenge 3 (700 XP) Challenge 2 (450 XP) to half the original jelly’s, rounded down. New jellies are one
STR DEX CON INT WIS CHA
16 (+3) 8 (−1) 15 (+2) 6 (−2) 10 (+0) 12 (+1) size smaller than the original jelly.
Charge. If the minotaur moves at least 10 feet straight toward Keen Sight. The nothic has advantage on Wisdom
a target and then hits it with a gore attack on the same turn, Saving Throws Wis +2 (Perception) checks that rely on sight. An ochre jelly is a yellowish ooze that can slide under
the target takes an extra 9 (2d8) piercing damage. If the target Damage Vulnerabilities fire doors and through narrow cracks in pursuit of creatures
is a creature, it must succeed on a DC 14 Strength saving Damage Resistances bludgeoning, piercing, and slashing Actions to devour.
throw or be pushed up to 10 feet away and knocked prone. from nonmagical attacks
Multiattack. The nothic makes two claw attacks.
Damage Immunities necrotic, poison
Labyrinthine Recall. The minotaur can perfectly recall any Condition Immunities charmed, exhaustion, frightened, Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
path it has traveled. paralyzed, poisoned Hit: 6 (1d6 + 3) slashing damage. Octopus
Senses darkvision 60 ft., passive Perception 10 Small beast, unaligned
Reckless. At the start of its turn, the minotaur can gain Languages the languages it knew in life Rotting Gaze. The nothic targets one creature it can see
advantage on all melee weapon attack rolls it makes during Challenge 3 (700 XP) within 30 feet of it. The target must succeed on a DC 12 Armor Class 12
that turn, but attack rolls against it have advantage until the Constitution saving throw against this magic or take 10 (3d6) Hit Points 3 (1d6)
start of its next turn. necrotic damage. Speed 5 ft., swim 30 ft.
Actions
Actions Multiattack. The mummy can use its Dreadful Glare and
Weird Insight. The nothic targets one creature it can see STR DEX CON INT WIS CHA
within 30 feet of it. The target must contest its Charisma 4 (−3) 15 (+2) 11 (+0) 3 (−4) 10 (+0) 4 (−3)
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one makes one attack with its rotting fist.
(Deception) check against the nothic’s Wisdom (Insight)
target. Hit: 17 (2d12 + 4) slashing damage.
Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one check. If the nothic wins, it magically learns one fact or secret Skills Perception +2, Stealth +4
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) about the target. The target automatically wins if it is immune Senses darkvision 30 ft., passive Perception 12
Hit: 13 (2d8 + 4) piercing damage. necrotic damage. If the target is a creature, it must succeed to being charmed. Languages —
on a DC 12 Constitution saving throw or be cursed with Challenge 0 (10 XP)
Their fur stained with the blood of fallen foes, minotaurs mummy rot. The cursed target can’t regain hit points, and A nothic is a monstrous creature with terrible talons and
its hit point maximum decreases by 10 (3d6) for every 24
are massive, bull-headed humanoids whose roar is a sav- a single great eye. When driven to violence, it uses its Hold Breath. While out of water, the octopus can hold its
hours that elapse. If the curse reduces the target’s hit point
age battle cry that all civilized creatures fear. horrific gaze to rot the flesh from its enemies’ bones. breath for 30 minutes.
maximum to 0, the target dies, and its body turns to dust.
The curse lasts until removed by the remove curse spell or Underwater Camouflage. The octopus has advantage on
other magic.
Mule Ochre Jelly Dexterity (Stealth) checks made while underwater.
Medium beast, unaligned Dreadful Glare. The mummy targets one creature it can see Large ooze, unaligned Water Breathing. The octopus can breathe only underwater.
within 60 feet of it. If the target can see the mummy, it must
Armor Class 10 succeed on a DC 11 Wisdom saving throw against this magic Armor Class 8 Actions
Hit Points 11 (2d8 + 2) or become frightened until the end of the mummy’s next Hit Points 45 (6d10 + 12) Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Speed 40 ft. turn. If the target fails the saving throw by 5 or more, it is Speed 10 ft., climb 10 ft. target. Hit: 1 bludgeoning damage, and the target is grappled
also paralyzed for the same duration. A target that succeeds
(escape DC 10). Until this grapple ends, the octopus can’t
STR DEX CON INT WIS CHA on the saving throw is immune to the Dreadful Glare of all STR DEX CON INT WIS CHA use its tentacles on another target.
14 (+2) 10 (+0) 13 (+1) 2 (−4) 10 (+0) 5 (−3) mummies (but not mummy lords) for the next 24 hours. 15 (+2) 6 (−2) 14 (+2) 2 (−4) 6 (−2) 1 (−5)
Ink Cloud (Recharges after a Short or Long Rest). A 5-foot-
Senses passive Perception 10 Damage Resistances acid radius cloud of ink extends all around the octopus if it is
Raised by dark funerary rituals and still wrapped in the
Languages — Damage Immunities lightning, slashing underwater. The area is heavily obscured for 1 minute,
Challenge 1/8 (25 XP) shrouds of death, mummies shamble out from lost tem- Condition Immunities blinded, charmed, deafened, although a significant current can disperse the ink. After
ples and tombs to slay any who disturb their rest. exhaustion, frightened, prone releasing the ink, the octopus can use the Dash action as a
Senses blindsight 60 ft. (blind beyond this radius), bonus action.
Beast of Burden. The mule is considered to be a Large animal passive Perception 8
for the purpose of determining its carrying capacity. Languages —
Sure-Footed. The mule has advantage on Strength and Challenge 2 (450 XP)
Dexterity saving throws made against effects that would
knock it prone. Amorphous. The jelly can move through a space as narrow as
1 inch wide without squeezing.

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Ogre Owl Panther Phase Spider
Large giant, chaotic evil Tiny beast, unaligned Medium beast, unaligned Large monstrosity, unaligned

Armor Class 11 (hide armor) Armor Class 11 Armor Class 12 Armor Class 13 (natural armor)
Hit Points 59 (7d10 + 21) Hit Points 1 (1d4 − 1) Hit Points 13 (3d8) Hit Points 32 (5d10 + 5)
Speed 40 ft. Speed 5 ft., fly 60 ft. Speed 50 ft., climb 40 ft. Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 8 (−1) 16 (+3) 5 (−3) 7 (−2) 7 (−2) 3 (−4) 13 (+1) 8 (−1) 2 (−4) 12 (+1) 7 (−2) 14 (+2) 15 (+2) 10 (+0) 3 (−4) 14 (+2) 7 (−2) 15 (+2) 15 (+2) 12 (+1) 6 (−2) 10 (+0) 6 (−2)

Senses darkvision 60 ft., passive Perception 8 Skills Perception +3, Stealth +3 Skills Perception +4, Stealth +6 Skills Stealth +6
Languages Common, Giant Senses darkvision 120 ft., passive Perception 13 Senses passive Perception 14 Senses darkvision 60 ft., passive Perception 10
Challenge 2 (450 XP) Languages — Languages — Languages —
Challenge 0 (10 XP) Challenge 1/4 (50 XP) Challenge 3 (700 XP)

Actions
Flyby. The owl doesn’t provoke opportunity attacks when it Keen Smell. The panther has advantage on Wisdom Ethereal Jaunt. As a bonus action, the spider can magically
Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one flies out of an enemy’s reach. (Perception) checks that rely on smell. shift from the Material Plane to the Ethereal Plane,
target. Hit: 13 (2d8 + 4) bludgeoning damage. or vice versa.
Keen Hearing and Sight. The owl has advantage on Wisdom Pounce. If the panther moves at least 20 feet straight toward a
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach (Perception) checks that rely on hearing or sight. creature and then hits it with a claw attack on the same turn, Spider Climb. The spider can climb difficult surfaces,
5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) that target must succeed on a DC 12 Strength saving throw including upside down on ceilings, without needing to make
piercing damage. Actions or be knocked prone. If the target is prone, the panther can an ability check.
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. make one bite attack against it as a bonus action.
Web Walker. The spider ignores movement restrictions
Ogres are hulking giants notorious for their quick tem- Hit: 1 slashing damage.
pers. When its rage is incited, an ogre lashes out in a Actions caused by webbing.

frustrated tantrum until it runs out of objects or crea- Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Actions
tures to smash. Hit: 5 (1d6 + 2) piercing damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Owlbear Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage, and the target must make
Large monstrosity, unaligned Hit: 4 (1d4 + 2) slashing damage. a DC 11 Constitution saving throw, taking 18 (4d8) poison
Orc damage on a failed save, or half as much damage on a
Medium humanoid (orc), chaotic evil Armor Class 13 (natural armor) successful one. If the poison damage reduces the target to 0
Hit Points 59 (7d10 + 21)
hit points, the target is stable but poisoned for 1 hour, even
Speed 40 ft.
Armor Class 13 (hide armor)
Hit Points 15 (2d8 + 6)
Pegasus after regaining hit points, and is paralyzed while poisoned
in this way.
STR DEX CON INT WIS CHA Large celestial, chaotic good
Speed 30 ft.
20 (+5) 12 (+1) 17 (+3) 3 (−4) 12 (+1) 7 (−2)
Armor Class 12 A phase spider possesses the magical ability to phase in
STR DEX CON INT WIS CHA
Skills Perception +3 Hit Points 59 (7d10 + 21) and out of the Ethereal Plane. It seems to appear out of
16 (+3) 12 (+1) 16 (+3) 7 (−2) 11 (+0) 10 (+0)
Speed 60 ft., fly 90 ft.
Senses darkvision 60 ft., passive Perception 13 nowhere and quickly vanishes after attacking.
Skills Intimidation +2 Languages —
Challenge 3 (700 XP) STR DEX CON INT WIS CHA
Senses darkvision 60 ft., passive Perception 10
18 (+4) 15 (+2) 16 (+3) 10 (+0) 15 (+2) 13 (+1)
Languages Common, Orc
Challenge 1/2 (100 XP)
Keen Sight and Smell. The owlbear has advantage on Wisdom Saving Throws Dex +4, Wis +4, Cha +3
(Perception) checks that rely on sight or smell. Skills Perception +6
Aggressive. As a bonus action, the orc can move up to its Senses passive Perception 16
speed toward a hostile creature that it can see. Actions Languages understands Celestial, Common, Elvish, and
Multiattack. The owlbear makes two attacks: one with its Sylvan but can’t speak
Actions beak and one with its claws. Challenge 2 (450 XP)
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 9 (1d12 + 3) slashing damage.
creature. Hit: 10 (1d10 + 5) piercing damage. Actions
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) target. Hit: 11 (2d6 + 4) bludgeoning damage.
Hit: 14 (2d8 + 5) slashing damage.
piercing damage.

A monstrous cross between giant owl and bear, an owl- The white winged horses known as pegasi soar through
Orcs are savage humanoids with stooped postures, the skies, a vision of grace and majesty.
bear’s reputation for ferocity and aggression makes it one
piggish faces, and prominent teeth that resemble tusks.
of the most feared predators of the wild.
They gather in tribes that satisfy their bloodlust by slay-
ing any humanoids that stand against them.

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Plesiosaurus Polar Bear Pteranodon Rat


Large beast, unaligned Large beast, unaligned Medium beast, unaligned Tiny beast, unaligned

Armor Class 13 (natural armor) Armor Class 12 (natural armor) Armor Class 13 (natural armor) Armor Class 10
Hit Points 68 (8d10 + 24) Hit Points 42 (5d10 + 15) Hit Points 13 (3d8) Hit Points 1 (1d4 − 1)
Speed 20 ft., swim 40 ft. Speed 40 ft., swim 30 ft. Speed 10 ft., fly 60 ft. Speed 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 2 (−4) 12 (+1) 5 (−3) 20 (+5) 10 (+0) 16 (+3) 2 (−4) 13 (+1) 7 (−2) 12 (+1) 15 (+2) 10 (+0) 2 (−4) 9 (−1) 5 (−3) 2 (−4) 11 (+0) 9 (−1) 2 (−4) 10 (+0) 4 (−3)

Skills Perception +3, Stealth +4 Skills Perception +3 Skills Perception +1 Senses darkvision 30 ft., passive Perception 10
Senses passive Perception 13 Senses passive Perception 13 Senses passive Perception 11 Languages —
Languages — Languages — Languages — Challenge 0 (10 XP)
Challenge 2 (450 XP) Challenge 2 (450 XP) Challenge 1/4 (50 XP)
Keen Smell. The rat has advantage on Wisdom (Perception)
Hold Breath. The plesiosaurus can hold its breath for 1 hour. Keen Smell. The bear has advantage on Wisdom (Perception) Flyby. The pteranodon doesn’t provoke an opportunity attack checks that rely on smell.
checks that rely on smell. when it flies out of an enemy’s reach.
Actions Actions
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Actions Actions Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
Hit: 14 (3d6 + 4) piercing damage. Multiattack. The bear makes two attacks: one with its bite Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
and one with its claws. Hit: 6 (2d4 + 1) piercing damage.
This predatory marine reptile and cousin to the di- Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
nosaurs attacks any creature it encounters. Its long, Hit: 9 (1d8 + 5) piercing damage. These flying reptilian cousins to the dinosaurs have no
flexible neck lets it twist in any direction to deliver a pow- teeth, instead using their sharp beaks to stab prey too Raven
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Tiny beast, unaligned
erful bite. large to swallow with one gulp.
Hit: 12 (2d6 + 5) slashing damage.
Armor Class 12
Poisonous Snake Quipper Hit Points 1 (1d4 − 1)
Speed 10 ft., fly 50 ft.
Tiny beast, unaligned
Pony Tiny beast, unaligned
STR DEX CON INT WIS CHA
Medium beast, unaligned
Armor Class 13 Armor Class 13 2 (−4) 14 (+2) 8 (−1) 2 (−4) 12 (+1) 6 (−2)
Hit Points 2 (1d4) Hit Points 1 (1d4 − 1)
Speed 30 ft., swim 30 ft. Armor Class 10 Speed 0 ft., swim 40 ft.
Hit Points 11 (2d8 + 2) Skills Perception +3
Speed 40 ft. Senses passive Perception 13
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA Languages —
2 (−4) 16 (+3) 11 (+0) 1 (−5) 10 (+0) 3 (−4) 2 (−4) 16 (+3) 9 (−1) 1 (−5) 7 (−2) 2 (−4) Challenge 0 (10 XP)
STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 2 (−4) 11 (+0) 7 (−2)
Senses blindsight 10 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 8
Languages — Languages — Mimicry. The raven can mimic simple sounds it has heard,
Challenge 1/8 (25 XP) Senses passive Perception 10 Challenge 0 (10 XP) such as a person whispering, a baby crying, or an animal
Languages — chittering. A creature that hears the sounds can tell they are
Challenge 1/8 (25 XP) imitations with a successful DC 10 Wisdom (Insight) check.
Actions Blood Frenzy. The quipper has advantage on melee attack
rolls against any creature that doesn’t have all its hit points. Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Actions
Hit: 1 piercing damage, and the target must make a DC 10 Water Breathing. The quipper can breathe only underwater. Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Constitution saving throw, taking 5 (2d4) poison damage on a Hit: 1 piercing damage.
failed save, or half as much damage on a successful one.
target. Hit: 7 (2d4 + 2) bludgeoning damage. Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1 piercing damage.

A quipper is a carnivorous fish with sharp teeth.

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Reef Shark Riding Horse Satyr Sea Horse
Medium beast, unaligned Large beast, unaligned Medium fey, chaotic neutral Tiny beast, unaligned

Armor Class 12 (natural armor) Armor Class 10 Armor Class 14 (leather armor) Armor Class 11
Hit Points 22 (4d8 + 4) Hit Points 13 (2d10 + 2) Hit Points 31 (7d8) Hit Points 1 (1d4 − 1)
Speed 0 ft., swim 40 ft. Speed 60 ft. Speed 40 ft. Speed 0 ft., swim 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 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) 12 (+1) 16 (+3) 11 (+0) 12 (+1) 10 (+0) 14 (+2) 1 (−5) 12 (+1) 8 (−1) 1 (−5) 10 (+0) 2 (−4)

Skills Perception +2 Senses passive Perception 10 Skills Perception +2, Performance +6, Stealth +5 Senses passive Perception 10
Senses blindsight 30 ft., passive Perception 12 Languages — Senses passive Perception 12 Languages —
Languages — Challenge 1/4 (50 XP) Languages Common, Elvish, Sylvan Challenge 0 (0 XP)
Challenge 1/2 (100 XP) Challenge 1/2 (100 XP)

Actions Water Breathing. The sea horse can breathe only underwater.
Pack Tactics. The shark has advantage on an attack roll Magic Resistance. The satyr has advantage on saving throws
against a creature if at least one of the shark’s allies is within Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one against spells and other magical effects.
5 feet of the creature and the ally isn’t incapacitated. target. Hit: 8 (2d4 + 3) bludgeoning damage.
Actions Skeleton
Water Breathing. The shark can breathe only underwater.
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Medium undead, lawful evil
Actions Saber-Toothed Tiger Hit: 6 (2d4 + 1) bludgeoning damage.
Armor Class 13 (armor scraps)
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Large beast, unaligned Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Hit Points 13 (2d8 + 4)
Hit: 6 (1d8 + 2) piercing damage. target. Hit: 6 (1d6 + 3) piercing damage. Speed 30 ft.
Armor Class 12
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft.,
Hit Points 52 (7d10 + 14)
Reef sharks measure 6 to 10 feet long, and inhabit shal- one target. Hit: 6 (1d6 + 3) piercing damage. STR DEX CON INT WIS CHA
Speed 40 ft. 10 (+0) 14 (+2) 15 (+2) 6 (−2) 8 (−1) 5 (−3)
low waters and coral reefs.
STR DEX CON INT WIS CHA Satyrs are raucous fey that resemble stout male humans Damage Vulnerabilities bludgeoning
18 (+4) 14 (+2) 15 (+2) 3 (−4) 12 (+1) 8 (−1) with the furry lower bodies and cloven hooves of goats.
Rhinoceros They frolic in wild forests, driven by curiosity and hedo-
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Large beast, unaligned Skills Perception +3, Stealth +6 nism in equal measure. Senses darkvision 60 ft., passive Perception 9
Senses passive Perception 13 Languages understands all languages it knew in life
Armor Class 11 (natural armor) Languages — but can’t speak
Hit Points 45 (6d10 + 12)
Speed 40 ft.
Challenge 2 (450 XP)
Scorpion Challenge 1/4 (50 XP)
Tiny beast, unaligned
Keen Smell. The tiger has advantage on Wisdom (Perception)
STR DEX CON INT WIS CHA
checks that rely on smell. Armor Class 11 (natural armor)
Actions
21 (+5) 8 (−1) 15 (+2) 2 (−4) 12 (+1) 6 (−2)
Hit Points 1 (1d4 − 1) Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Pounce. If the tiger moves at least 20 feet straight toward a Speed 10 ft. target. Hit: 5 (1d6 + 2) piercing damage.
Senses passive Perception 11 creature and then hits it with a claw attack on the same turn,
Languages — that target must succeed on a DC 14 Strength saving throw or Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft.,
Challenge 2 (450 XP) STR DEX CON INT WIS CHA
be knocked prone. If the target is prone, the tiger can make one target. Hit: 5 (1d6 + 2) piercing damage.
2 (−4) 11 (+0) 8 (−1) 1 (−5) 8 (−1) 2 (−4)
one bite attack against it as a bonus action.
Charge. If the rhinoceros moves at least 20 feet straight Senses blindsight 10 ft., passive Perception 9
toward a target and then hits it with a gore attack on the same Actions Languages —
turn, the target takes an extra 9 (2d8) bludgeoning damage. If Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Challenge 0 (10 XP)
the target is a creature, it must succeed on a DC 15 Strength Hit: 10 (1d10 + 5) piercing damage.
saving throw or be knocked prone.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Actions
Actions Hit: 12 (2d6 + 5) slashing damage.
Sting. Melee Weapon Attack: +2 to hit, reach 5 ft., one
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. creature. Hit: 1 piercing damage, and the target must make
Hit: 14 (2d8 + 5) bludgeoning damage. a DC 9 Constitution saving throw, taking 4 (1d8) poison
damage on a failed save, or half as much damage on a
successful one.

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Spectator Spider Stone Golem Swarm of Bats


Medium aberration, lawful neutral Tiny beast, unaligned Large construct, unaligned Medium swarm of Tiny beasts, unaligned

Armor Class 14 (natural armor) Armor Class 12 Armor Class 17 (natural armor) Armor Class 12
Hit Points 39 (6d8 + 12) Hit Points 1 (1d4 − 1) Hit Points 178 (17d10 + 85) Hit Points 22 (5d8)
Speed 0 ft., fly 30 ft. (hover) Speed 20 ft., climb 20 ft. Speed 30 ft. Speed 0 ft., fly 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 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) 22 (+6) 9 (−1) 20 (+5) 3 (−4) 11 (+0) 1 (−5) 5 (−3) 15 (+2) 10 (+0) 2 (−4) 12 (+1) 4 (−3)

Skills Perception +6 Skills Stealth +4 Damage Immunities poison, psychic; bludgeoning, piercing, Damage Resistances bludgeoning, piercing, slashing
Condition Immunities prone Senses darkvision 30 ft., passive Perception 10 and slashing from nonmagical attacks not made with Condition Immunities charmed, frightened, grappled,
Senses darkvision 120 ft., passive Perception 16 Languages — adamantine weapons paralyzed, petrified, prone, restrained, stunned
Languages Deep Speech, Undercommon, telepathy 120 ft. Challenge 0 (10 XP) Condition Immunities charmed, exhaustion, frightened, Senses blindsight 60 ft., passive Perception 11
Challenge 3 (700 XP) paralyzed, petrified, poisoned Languages —
Senses darkvision 120 ft., passive Perception 10 Challenge 1/4 (50 XP)
Spider Climb. The spider can climb difficult surfaces, Languages understands the languages of its creator
Actions including upside down on ceilings, without needing to make but can’t speak
an ability check. Challenge 10 (5,900 XP) Echolocation. The swarm can’t use its blindsight
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. while deafened.
Hit: 2 (1d6 − 1) piercing damage. Web Sense. While in contact with a web, the spider knows
the exact location of any other creature in contact with Immutable Form. The golem is immune to any spell or effect Keen Hearing. The swarm has advantage on Wisdom
Eye Rays. The spectator shoots up to two of the following (Perception) checks that rely on hearing.
the same web. that would alter its form.
magical eye rays at one or two creatures it can see within 90
feet of it. It can use each ray only once on a turn. Web Walker. The spider ignores movement restrictions Magic Resistance. The golem has advantage on saving throws Swarm. The swarm can occupy another creature’s space and
caused by webbing. against spells and other magical effects. vice versa, and the swarm can move through any opening
1. Confusion Ray. The target must succeed on a DC 13 large enough for a Tiny bat. The swarm can’t regain hit points
Wisdom saving throw, or it can’t take reactions until the end Actions Magic Weapons. The golem’s weapon attacks are magical. or gain temporary hit points.
of its next turn. On its turn, the target can’t move, and it
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
uses its action to make a melee or ranged attack against a Actions Actions
randomly determined creature within range. If the target can’t Hit: 1 piercing damage, and the target must succeed on a DC
9 Constitution saving throw or take 2 (1d4) poison damage. Multiattack. The golem makes two slam attacks. Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one
attack, it does nothing on its turn.
creature in the swarm’s space. Hit: 5 (2d4) piercing damage,
2. Paralyzing Ray. The target must succeed on a DC 13 Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
or 2 (1d4) piercing damage if the swarm has half of its hit
Constitution saving throw or be paralyzed for 1 minute. The Hit: 19 (3d8 + 6) bludgeoning damage.
points or fewer.
target can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. Stirge Slow (Recharge 5–6). The golem targets one or more
creatures it can see within 10 feet of it. Each target must
3. Fear Ray. The target must succeed on a DC 13 Wisdom Tiny beast, unaligned
make a DC 17 Wisdom saving throw against this magic.
saving throw or be frightened for 1 minute. The target can
repeat the saving throw at the end of each of its turns, with Armor Class 14 (natural armor) On a failed save, a target can’t use reactions, its speed is
halved, and it can’t make more than one attack on its turn.
Swarm of Insects
disadvantage if the spectator is visible to the target, ending Hit Points 2 (1d4) Medium swarm of Tiny beasts, unaligned
Speed 10 ft., fly 40 ft. In addition, the target can take either an action or a bonus
the effect on itself on a success. action on its turn, not both. These effects last for 1 minute.
4. Wounding Ray. The target must make a DC 13 Armor Class 12 (natural armor)
STR DEX CON INT WIS CHA 4 A target can repeat the saving throw at the end of each of its Hit Points 22 (5d8)
Constitution saving throw, taking 16 (3d10) necrotic damage turns, ending the effect on itself on a success.
on a failed save, or half as much damage on a successful one. (−3)16 (+3) 11 (+0) 2 (−4) 8 (−1) 6 (−2) Speed 20 ft., climb 20 ft.

Create Food and Water. The spectator magically creates Senses darkvision 60 ft., passive Perception 9 Stone golems are magical constructs cut and chiseled STR DEX CON INT WIS CHA
enough food and water to sustain itself for 24 hours. Languages — from stone to appear as tall, impressive statues. Like 3 (−4) 13 (+1) 10 (+0) 1 (−5) 7 (−2) 1 (−5)
Challenge 1/8 (25 XP) other golems, they are nearly impervious to spells and
Reactions Damage Resistances bludgeoning, piercing, slashing
ordinary weapons.
Spell Reflection. If the spectator makes a successful saving Condition Immunities charmed, frightened, grappled,
throw against a spell, or a spell attack misses it, the spectator Actions paralyzed, petrified, prone, restrained, stunned
can choose another creature (including the spellcaster) it can Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one Senses blindsight 10 ft., passive Perception 8
see within 30 feet of it. The spell targets the chosen creature creature. Hit: 5 (1d4 + 3) piercing damage, and the stirge Languages —
attaches to the target. While attached, the stirge doesn’t Challenge 1/2 (100 XP)
instead of the spectator. If the spell forced a saving throw,
the chosen creature makes its own save. If the spell was an attack. Instead, at the start of each of the stirge’s turns, the
attack, the attack roll is rerolled against the chosen creature. target loses 5 (1d4 + 3) hit points due to blood loss. Swarm. The swarm can occupy another creature’s space and
The stirge can detach itself by spending 5 feet of its vice versa, and the swarm can move through any opening
movement. It does so after it drains 10 hit points of blood large enough for a Tiny insect. The swarm can’t regain hit
A spectator is a lesser type of beholder—a foul and deadly
from the target or the target dies. A creature, including the points or gain temporary hit points.
aberration. It resembles a floating sphere with a gaping
target, can use its action to detach the stirge.
maw and a single great eye, set within four eyestalks that Actions
shoot forth deadly rays.
This horrid monster looks like a cross between a large Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target
bat and an oversized mosquito. Its legs end in sharp pin- in the swarm’s space. Hit: 10 (4d4) piercing damage, or
cers, and its long, needle-like proboscis slashes the air as 5 (2d4) piercing damage if the swarm has half of its hit
it seeks to feed on the blood of living creatures. points or fewer.

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One of the most aggressive of the herbivorous dinosaurs,
Swarm of Poisonous Snakes Swarm of Rats Tiger a triceratops possesses great horns and formidable
speed, which it uses to gore and trample would-be preda-
Medium swarm of Tiny beasts, unaligned Large beast, unaligned
Medium swarm of Tiny beasts, unaligned tors to death.
Armor Class 10 Armor Class 12
Armor Class 14 Hit Points 24 (7d8 − 7) Hit Points 37 (5d10 + 10)
Hit Points 36 (8d8)
Speed 30 ft., swim 30 ft.
Speed 30 ft. Speed 40 ft. Troll
Large giant, chaotic evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 9 (−1) 11 (+0) 9 (−1) 2 (−4) 10 (+0) 3 (−4) 17 (+3) 15 (+2) 14 (+2) 3 (−4) 12 (+1) 8 (−1)
8 (−1) 18 (+4) 11 (+0) 1 (−5) 10 (+0) 3 (−4) Armor Class 15 (natural armor)
Hit Points 84 (8d10 + 40)
Damage Resistances bludgeoning, piercing, slashing Skills Perception +3, Stealth +6 Speed 30 ft.
Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, Senses darkvision 60 ft., passive Perception 13
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Languages —
paralyzed, petrified, prone, restrained, stunned STR DEX CON INT WIS CHA
Senses darkvision 30 ft., passive Perception 10 Challenge 1 (200 XP) 18 (+4) 13 (+1) 20 (+5) 7 (−2) 9 (−1) 7 (−2)
Senses blindsight 10 ft., passive Perception 10 Languages —
Languages — Challenge 1/4 (50 XP)
Challenge 2 (450 XP) Keen Smell. The tiger has advantage on Wisdom (Perception) Skills Perception +2
checks that rely on smell. Senses darkvision 60 ft., passive Perception 12
Keen Smell. The swarm has advantage on Wisdom Languages Giant
Swarm. The swarm can occupy another creature’s space and Pounce. If the tiger moves at least 20 feet straight toward a Challenge 5 (1,800 XP)
(Perception) checks that rely on smell.
vice versa, and the swarm can move through any opening creature and then hits it with a claw attack on the same turn,
large enough for a Tiny snake. The swarm can’t regain hit Swarm. The swarm can occupy another creature’s space and that target must succeed on a DC 13 Strength saving throw or
Keen Smell. The troll has advantage on Wisdom (Perception)
points or gain temporary hit points. vice versa, and the swarm can move through any opening be knocked prone. If the target is prone, the tiger can make
checks that rely on smell.
large enough for a Tiny rat. The swarm can’t regain hit points one bite attack against it as a bonus action.
Actions or gain temporary hit points. Regeneration. The troll regains 10 hit points at the start of its
Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature Actions turn. If the troll takes acid or fire damage, this trait doesn’t
in the swarm’s space. Hit: 7 (2d6) piercing damage, or 3 Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. function at the start of the troll’s next turn. The troll dies only
(1d6) piercing damage if the swarm has half of its hit points Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one Hit: 8 (1d10 + 3) piercing damage. if it starts its turn with 0 hit points and doesn’t regenerate.
or fewer. The target must make a DC 10 Constitution saving target in the swarm’s space. Hit: 7 (2d6) piercing damage,
throw, taking 14 (4d6) poison damage on a failed save, or half or 3 (1d6) piercing damage if the swarm has half of its hit Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Actions
as much damage on a successful one. points or fewer. Hit: 7 (1d8 + 3) slashing damage.
Multiattack. The troll makes three attacks: one with its bite
and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Swarm of Quippers Swarm of Ravens Triceratops Hit: 7 (1d6 + 4) piercing damage.
Medium swarm of Tiny beasts, unaligned Medium swarm of Tiny beasts, unaligned Huge beast, unaligned
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.
Armor Class 13 Armor Class 12 Armor Class 13 (natural armor)
Hit Points 28 (8d8 − 8) Hit Points 24 (7d8 − 7) Hit Points 95 (10d12 + 30)
Speed 0 ft., swim 40 ft. Speed 10 ft., fly 50 ft. Speed 50 ft. Fearsome green-skinned giants, trolls eat anything they
can catch and devour. Only acid and fire can arrest the
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA regenerative properties of a troll’s flesh.
13 (+1) 16 (+3) 9 (−1) 1 (−5) 7 (−2) 2 (−4) 6 (−2) 14 (+2) 8 (−1) 3 (−4) 12 (+1) 6 (−2) 22 (+6) 9 (−1) 17 (+3) 2 (−4) 11 (+0) 5 (−3)

Damage Resistances bludgeoning, piercing, slashing Skills Perception +5 Senses passive Perception 10
Condition Immunities charmed, frightened, grappled, Damage Resistances bludgeoning, piercing, slashing Languages —
paralyzed, petrified, prone, restrained, stunned Condition Immunities charmed, frightened, grappled, Challenge 5 (1,800 XP)
Senses darkvision 60 ft., passive Perception 8 paralyzed, petrified, prone, restrained, stunned
Languages — Senses passive Perception 15 Trampling Charge. If the triceratops moves at least 20 feet
Challenge 1 (200 XP) Languages — straight toward a creature and then hits it with a gore attack
Challenge 1/4 (50 XP) on the same turn, that target must succeed on a DC 13
Blood Frenzy. The swarm has advantage on melee attack rolls Strength saving throw or be knocked prone. If the target is
against any creature that doesn’t have all its hit points. Swarm. The swarm can occupy another creature’s space and prone, the triceratops can make one stomp attack against it
vice versa, and the swarm can move through any opening as a bonus action.
Swarm. The swarm can occupy another creature’s space and large enough for a Tiny raven. The swarm can’t regain hit
vice versa, and the swarm can move through any opening points or gain temporary hit points. Actions
large enough for a Tiny quipper. The swarm can’t regain hit
Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
points or gain temporary hit points. Actions Hit: 24 (4d8 + 6) piercing damage.
Water Breathing. The swarm can breathe only underwater. Beaks. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone
target in the swarm’s space. Hit: 7 (2d6) piercing damage,
creature. Hit: 22 (3d10 + 6) bludgeoning damage
Actions or 3 (1d6) piercing damage if the swarm has half of its hit
Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature points or fewer.
in the swarm’s space. Hit: 14 (4d6) piercing damage, or
7 (2d6) piercing damage if the swarm has half of its hit
points or fewer.

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This enormous predatory dinosaur terrorizes all other


Twig Blight creatures in its territory. It chases anything it thinks it
can eat, and there are few creatures it won’t try to de-
Water Elemental Skills Perception +3, Stealth +5
Senses passive Perception 13
Small plant, neutral evil Large elemental, neutral Languages —
vour whole.
Challenge 0 (10 XP)
Armor Class 13 (natural armor) Armor Class 14 (natural armor)
Hit Points 4 (1d6 + 1) Hit Points 114 (12d10 + 48)
Speed 20 ft. Vulture Speed 30 ft., swim 90 ft. Keen Hearing and Smell. The weasel has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
Medium beast, unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (−2) 13 (+1) 12 (+1) 4 (−3) 8 (−1) 3 (−4) Armor Class 10 18 (+4) 14 (+2) 18 (+4) 5 (−3) 10 (+0) 8 (−1) Actions
Hit Points 5 (1d8 + 1) Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Skills Stealth +3 Speed 10 ft., fly 50 ft. Damage Resistances acid; bludgeoning, piercing, and Hit: 1 piercing damage.
Damage Vulnerabilities fire slashing from nonmagical attacks
Condition Immunities blinded, deafened STR DEX CON INT WIS CHA Damage Immunities poison
Senses blindsight 60 ft. (blind beyond this radius), 7 (−2) 10 (+0) 13 (+1) 2 (−4) 12 (+1) 4 (−3) Condition Immunities exhaustion, grappled, paralyzed,
passive Perception 9
Languages understands Common but can’t speak Skills Perception +3
petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10 Werewolf
Challenge 1/8 (25 XP) Languages Aquan Medium humanoid (human, shapechanger), chaotic evil
Senses passive Perception 13
Languages — Challenge 5 (1,800 XP)
Armor Class 11 in humanoid form, 12 (natural armor) in wolf
False Appearance. While the blight remains motionless, it is Challenge 0 (10 XP)
or hybrid form
indistinguishable from a dead shrub. Water Form. The elemental can enter a hostile creature’s Hit Points 58 (9d8 + 18)
Keen Sight and Smell. The vulture has advantage on Wisdom space and stop there. It can move through a space as narrow Speed 30 ft. (40 ft. in wolf form)
Actions (Perception) checks that rely on sight or smell. as 1 inch wide without squeezing.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. STR DEX CON INT WIS CHA
Pack Tactics. The vulture has advantage on an attack roll Freeze. If the elemental takes cold damage, it partially freezes;
Hit: 3 (1d4 + 1) piercing damage. 15 (+2) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
against a creature if at least one of the vulture’s allies is within its speed is reduced by 20 feet until the end of its next turn.
5 feet of the creature and the ally isn’t incapacitated. Skills Perception +4, Stealth +3
A twig blight is an awakened plant that resembles a Actions Damage Immunities bludgeoning, piercing, and slashing from
woody shrub that can pull its roots free of the ground. Its Actions Multiattack. The elemental makes two slam attacks. nonmagical attacks not made with silvered weapons
branches twist together to form a humanoid-looking body Beak. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Senses passive Perception 14
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
with a head and limbs. Hit: 2 (1d4) piercing damage. Languages Common (can’t speak in wolf form)
Hit: 13 (2d8 + 4) bludgeoning damage.
Challenge 3 (700 XP)
Whelm (Recharge 4–6). Each creature in the elemental’s
Tyrannosaurus Rex space must make a DC 15 Strength saving throw. On a failure, Shapechanger. The werewolf can use its action to polymorph
Huge beast, unaligned Warhorse a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large
or smaller, it is al so grappled (escape DC 14). Until this
into a wolf-humanoid hybrid or into a wolf, or back into its
Large beast, unaligned true form, which is humanoid. Its statistics, other than its
Armor Class 13 (natural armor) grapple ends, the target is restrained and unable to breathe AC, are the same in each form. Any equipment it is wearing or
Hit Points 136 (13d12 + 52) Armor Class 11 unless it can breathe water. If the saving throw is successful, carrying isn’t transformed. It reverts to its true form if it dies.
Speed 50 ft. Hit Points 19 (3d10 + 3) the target is pushed out of the elemental’s space.
Speed 60 ft. The elemental can grapple one Large creature or up to Keen Hearing and Smell. The werewolf has advantage on
STR DEX CON INT WIS CHA two Medium or smaller creatures at one time. At the start of Wisdom (Perception) checks that rely on hearing or smell.
25 (+7) 10 (+0) 19 (+4) 2 (−4) 12 (+1) 9 (−1) STR DEX CON INT WIS CHA each of the elemental’s turns, each target grappled by it takes
18 (+4) 12 (+1) 13 (+1) 2 (−4) 12 (+1) 7 (−2) 13 (2d8 + 4) bludgeoning damage. As an action, a creature Actions
Skills Perception +4 within 5 feet of the elemental can pull a creature or an object Multiattack (Humanoid or Hybrid Form Only). The werewolf
Senses passive Perception 14 Senses passive Perception 11 out of it by succeeding on a DC 14 Strength check. makes two attacks: two with its spear (humanoid form) or
Languages — Languages — one with its bite and one with its claws (hybrid form).
Challenge 8 (3,900 XP) Challenge 1/2 (100 XP)
Beings native to the Elemental Plane of Water and sum- Bite (Wolf or Hybrid Form Only). Melee Weapon Attack:
moned to the world, water elementals resemble cresting +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing
Actions Trampling Charge. If the horse moves at least 20 feet straight
waves that roll across the ground. A water elemental en- damage. If the target is a humanoid, it must succeed on a
toward a creature and then hits it with a hooves attack on DC 12 Constitution saving throw or be cursed with werewolf
Multiattack. The tyrannosaurus makes two attacks: one gulfs any creatures that stand against it.
the same turn, that target must succeed on a DC 14 Strength lycanthropy.
with its bite and one with its tail. It can’t make both attacks
saving throw or be knocked prone. If the target is prone, the
against the same target. Claws (Hybrid Form Only). Melee Weapon Attack: +4 to hit,
horse can make another attack with its hooves against it as a
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. bonus action. Weasel reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.
Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium Tiny beast, unaligned
Spear (Humanoid Form Only). Melee or Ranged Weapon
or smaller creature, it is grappled (escape DC 17). Until this Actions Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature.
grapple ends, the target is restrained, and the tyrannosaurus Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one Armor Class 13
Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing
can’t bite another target. Hit Points 1 (1d4 − 1)
target. Hit: 11 (2d6 + 4) bludgeoning damage. damage if used with two hands to make a melee attack.
Speed 30 ft.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 20 (3d8 + 7) bludgeoning damage. STR DEX CON INT WIS CHA
3 (−4) 16 (+3) 8 (−1) 2 (−4) 12 (+1) 3 (−4) A werewolf is a savage predator that can appear as a hu-
manoid, as a wolf, or in a terrifying hybrid form—a furred
and well-muscled humanoid body topped by a ravening
wolf’s head.

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Wight Skills Perception +5, Stealth +3
Damage Immunities cold Worg Yeti
Medium undead, neutral evil Senses passive Perception 15 Large monstrosity, neutral evil Large monstrosity, chaotic evil
Languages Common, Giant, Winter Wolf
Armor Class 14 (studded leather) Challenge 3 (700 XP) Armor Class 13 (natural armor) Armor Class 12 (natural armor)
Hit Points 45 (6d8 + 18) Hit Points 26 (4d10 + 4) Hit Points 51 (6d10 + 18)
Speed 30 ft. Speed 50 ft. Speed 40 ft., climb 40 ft.
Keen Hearing and Smell. The wolf has advantage on Wisdom
STR DEX CON INT WIS CHA (Perception) checks that rely on hearing or smell. STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2) 16 (+3) 13 (+1) 13 (+1) 7 (−2) 11 (+0) 8 (−1) 18 (+4) 13 (+1) 16 (+3) 8 (−1) 12 (+1) 7 (−2)
Pack Tactics. The wolf has advantage on an attack roll against
a creature if at least one of the wolf’s allies is within 5 feet of
Skills Perception +3, Stealth +4 Skills Perception +4 Skills Perception +3, Stealth +3
the creature and the ally isn’t incapacitated.
Damage Resistances necrotic; bludgeoning, piercing, Senses darkvision 60 ft., passive Perception 14 Damage Immunities cold
and slashing from nonmagical attacks not made with Snow Camouflage. The wolf has advantage on Dexterity Languages Goblin, Worg Senses darkvision 60 ft., passive Perception 13
silvered weapons (Stealth) checks made to hide in snowy terrain. Challenge 1/2 (100 XP) Languages Yeti
Damage Immunities poison Challenge 3 (700 XP)
Condition Immunities exhaustion, poisoned Actions Keen Hearing and Smell. The worg has advantage on Wisdom
Senses darkvision 60 ft., passive Perception 13
Languages the languages it knew in life Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. (Perception) checks that rely on hearing or smell. Fear of Fire. If the yeti takes fire damage, it has disadvantage
Challenge 3 (700 XP) Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, on attack rolls and ability checks until the end of its next turn.
it must succeed on a DC 14 Strength saving throw or be Actions
knocked prone. Keen Smell. The yeti has advantage on Wisdom (Perception)
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. checks that rely on smell.
Sunlight Sensitivity. While in sunlight, the wight has
Cold Breath (Recharge 5–6). The wolf exhales a blast of Hit: 10 (2d6 + 3) piercing damage. If the target is a creature,
disadvantage on attack rolls, as well as on Wisdom Snow Camouflage. The yeti has advantage on Dexterity
freezing wind in a 15-foot cone. Each creature in that area it must succeed on a DC 13 Strength saving throw or be
(Perception) checks that rely on sight. (Stealth) checks made to hide in snowy terrain.
must make a DC 12 Dexterity saving throw, taking 18 (4d8) knocked prone.
Actions cold damage on a failed save, or half as much damage on a
Actions
successful one. A worg is a monstrous wolf-like predator that delights in
Multiattack. The wight makes two longsword attacks or Multiattack. The yeti can use its Chilling Gaze and makes two
two longbow attacks. It can use its Life Drain in place of one hunting and devouring creatures weaker than itself.
claw attacks.
longsword attack. Arctic-dwelling winter wolves are evil and intelligent
creatures with snow-white fur and pale blue eyes. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one creature. Hit: 5 (1d6 + 2) necrotic damage. The target
Wyvern Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) cold damage.
Large dragon, unaligned
must succeed on a DC 13 Constitution saving throw or its Chilling Gaze. The yeti targets one creature it can see within
hit point maximum is reduced by an amount equal to the Wolf Armor Class 13 (natural armor)
30 feet of it. If the target can see the yeti, the target must
damage taken. This reduction lasts until the target finishes Medium beast, unaligned succeed on a DC 13 Constitution saving throw against this
Hit Points 110 (13d10 + 39)
a long rest. The target dies if this effect reduces its hit point Speed 20 ft., fly 80 ft. magic or take 10 (3d6) cold damage and then be paralyzed
maximum to 0. Armor Class 13 (natural armor) for 1 minute, unless it is immune to cold damage. The target
A humanoid slain by this attack rises 24 hours later as a Hit Points 11 (2d8 + 2) can repeat the saving throw at the end of each of its turns,
Speed 40 ft. STR DEX CON INT WIS CHA
zombie under the wight’s control, unless the humanoid is 19 (+4) 10 (+0) 16 (+3) 5 (−3) 12 (+1) 6 (−2) ending the effect on itself on a success. If the target’s saving
restored to life or its body is destroyed. The wight can have throw is successful, or if the effect ends on it, the target is
STR DEX CON INT WIS CHA immune to the Chilling Gaze of all yetis (but not abominable
no more than twelve zombies under its control at one time. Skills Perception +4
12 (+1) 15 (+2) 12 (+1) 3 (−4) 12 (+1) 6 (−2) yetis) for 1 hour.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one Senses darkvision 60 ft., passive Perception 14
Skills Perception +3, Stealth +4 Languages —
target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2)
Senses passive Perception 13 Challenge 6 (2,300 XP) Yeti are hulking monstrosities that stalk alpine peaks in
slashing damage if used with two hands.
Languages — a ceaseless hunt for food. Their snow-white fur lets them
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., Challenge 1/4 (50 XP) move like ghosts against the frozen landscape.
one target. Hit: 6 (1d8 + 2) piercing damage. Actions
Multiattack. The wyvern makes two attacks: one with its bite
Keen Hearing and Smell. The wolf has advantage on Wisdom and one with its stinger. While flying, it can use its claws in
Wights are intelligent undead humanoids that resemble (Perception) checks that rely on hearing or smell. place of one other attack.
armed and armored corpses. They never tire in pursuit of
their goal of making eternal war against the living. Pack Tactics. The wolf has advantage on attack rolls against Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one
a creature if at least one of the wolf’s allies is within 5 feet of creature. Hit: 11 (2d6 + 4) piercing damage.
the creature and the ally isn’t incapacitated.
Winter Wolf Actions
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) slashing damage.
Large monstrosity, neutral evil
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one
Armor Class 13 (natural armor) Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, creature. Hit: 11 (2d6 + 4) piercing damage. The target must
Hit Points 75 (10d10 + 20) it must succeed on a DC 11 Strength saving throw or be make a DC 15 Constitution saving throw, taking 24 (7d6)
Speed 50 ft. knocked prone. poison damage on a failed save, or half as much damage on a
successful one.
STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 14 (+2) 7 (−2) 12 (+1) 8 (−1)
Cousins to the great dragons, wyverns have two scaly
legs, leathery wings, and a sinewy tail topped with a poi-
son stinger that can kill a creature in seconds.

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Young Green Dragon Zombie Nonplayer Characters


Large dragon, lawful evil Medium undead, neutral evil
This section contains statistics for various humanoid Acolytes are junior members of a clergy, usually answer-
Armor Class 18 (natural armor) Armor Class 8 nonplayer characters (NPCs) that adventurers might en- able to a priest. They perform a variety of functions in
Hit Points 136 (16d10 + 48) Hit Points 22 (3d8 + 9) counter during a D&D campaign. These stat blocks can a temple and are granted minor spellcasting power by
Speed 40 ft., fly 80 ft., swim 40 ft. Speed 20 ft. be used to represent both human and nonhuman NPCs. their deities.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA Customizing NPCs
19 (+4) 12 (+1) 17 (+3) 16 (+3) 13 (+1) 15 (+2) 13 (+1) 6 (−2) 16 (+3) 3 (−4) 6 (−2) 5 (−3)
There are many easy ways to customize the NPCs in this Bandit
appendix for your home campaign. Medium humanoid (any race), any non-lawful alignment
Saving Throws Dex +4, Con +6, Wis +4, Cha +5 Saving Throws Wis +0
Skills Deception +5, Perception +7, Stealth +4 Damage Immunities poison Racial Traits. You can add racial traits to an NPC.
Armor Class 12 (leather armor)
Damage Immunities poison Condition Immunities poisoned For example, a halfling priest might have a speed of 25
Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Hit Points 11 (2d8 + 2)
feet and the Lucky trait. Adding racial traits to an NPC
Senses blindsight 30 ft., darkvision 120 ft., passive Languages understands the languages it knew in life Speed 30 ft.
doesn’t alter its challenge rating. For more on racial
Perception 17 but can’t speak
traits, see chapter 2 of this document. STR DEX CON INT WIS CHA
Languages Common, Draconic Challenge 1/4 (50 XP)
Spell Swaps. One way to customize an NPC spell- 11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
Challenge 8 (3,900 XP)
caster is to replace one or more of its spells. You can
Undead Fortitude. If damage reduces the zombie to 0 hit substitute any spell on the NPC’s spell list with a dif- Senses passive Perception 10
Amphibious. The dragon can breathe air and water. points, it must make a Constitution saving throw with a DC ferent spell of the same level from the same spell list. Languages any one language (usually Common)
of 5 + the damage taken, unless the damage is radiant or Swapping spells in this manner doesn’t alter an NPC’s Challenge 1/8 (25 XP)
Actions from a critical hit. On a success, the zombie drops to 1 hit challenge rating.
Multiattack. The dragon makes three attacks: one with its point instead. Armor and Weapon Swaps. You can upgrade or
bite and two with its claws. downgrade an NPC’s armor, or add or switch weapons. Actions
Actions Adjustments to Armor Class and damage can change an Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. NPC’s challenge rating. target. Hit: 4 (1d6 + 1) slashing damage.
target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6)
Hit: 4 (1d6 + 1) bludgeoning damage. Magic Items. The more powerful an NPC, the more
poison damage. Light Crossbow. Ranged Weapon Attack: +3 to hit, range
likely it has one or more magic items in its possession. A 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. mage, for example, might have a magic staff or wand, as
Hit: 11 (2d6 + 4) slashing damage. Undead zombies move with a jerky, uneven gait. They are well as one or more potions and scrolls. Giving an NPC
clad in the moldering apparel they wore when put to rest, a potent damage-dealing magic item could alter its chal- Bandits rove in gangs and are sometimes led by more
Poison Breath (Recharge 5–6). The dragon exhales poisonous
and carry the stench of decay. lenge rating. powerful NPCs, including spellcasters. Not all bandits
gas in a 30-foot cone. Each creature in that area must make
A few magic items are described in chapter 14 of are evil. Oppression, drought, disease, or famine can of-
a DC 14 Constitution saving throw, taking 42 (12d6) poison
damage on a failed save, or half as much damage on a this document. ten drive otherwise honest folk to a life of banditry.
successful one.

Acolyte Berserker
The most cunning and treacherous of true dragons, Medium humanoid (any race), any alignment Medium humanoid (any race), any chaotic alignment
green dragons use misdirection and trickery to get the
upper hand against their enemies. A green dragon is Armor Class 10 Armor Class 13 (hide armor)
Hit Points 67 (9d8 + 27)
recognized by the crest that begins near its eyes and Hit Points 9 (2d8)
Speed 30 ft. Speed 30 ft.
continues down its spine, reaching full height just behind
the skull. STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 11 (+0) 16 (+3) 12 (+1) 17 (+3) 9 (−1) 11 (+0) 9 (−1)

Skills Medicine +4, Religion +2 Senses passive Perception 10


Senses passive Perception 12 Languages any one language (usually Common)
Languages any one language (usually Common) Challenge 2 (450 XP)
Challenge 1/4 (50 XP)
Reckless. At the start of its turn, the berserker can gain
Spellcasting. The acolyte is a 1st-level spellcaster. Its advantage on all melee weapon attack rolls during that turn,
spellcasting ability is Wisdom (spell save DC 12, +4 to but attack rolls against it have advantage until the start of
hit with spell attacks). The acolyte has following cleric its next turn.
spells prepared:
Actions
Cantrips (at will): light, sacred flame, thaumaturgy Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one
1st level (3 slots): bless, cure wounds, sanctuary
target. Hit: 9 (1d12 + 3) slashing damage.
Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hailing from uncivilized lands, unpredictable berserkers
Hit: 2 (1d4) bludgeoning damage. come together in war parties and seek conflict wherever
they can find it.

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Commoner Skills Perception +2
Senses passive Perception 12 Mage Spellcasting. The priest is a 5th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 13, +5 to
Medium humanoid (any race), any alignment Languages any one language (usually Common) Medium humanoid (any race), any alignment
hit with spell attacks). The priest has the following cleric
Challenge 1/8 (25 XP) spells prepared:
Armor Class 10 Armor Class 12 (15 with mage armor)
Hit Points 4 (1d8) Hit Points 40 (9d8) Cantrips (at will): light, sacred flame, thaumaturgy
Speed 30 ft. Actions Speed 30 ft. 1st level (4 slots): cure wounds, guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual weapon
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or 3rd level (2 slots): dispel magic, spirit guardians
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, 9 (−1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)
or 5 (1d8 + 1) piercing damage if used with two hands to Actions
Senses passive Perception 10 make a melee attack. Saving Throws Int +6, Wis +4 Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Languages any one language (usually Common) Skills Arcana +6, History +6 Hit: 3 (1d6) bludgeoning damage.
Challenge 0 (10 XP) Guards include members of a city watch, sentries in a cit- Senses passive Perception 11
adel or fortified town, and the bodyguards of merchants Languages any four languages
Challenge 6 (2,300 XP) Priests are the spiritual leaders of temples and shrines.
and nobles.
Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) bludgeoning damage. Knight
Spellcasting. The mage is a 9th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 14, +6 to
Thug
Medium humanoid (any race), any non-good alignment
Medium humanoid (any race), any alignment hit with spell attacks). The mage has the following wizard
Commoners include peasants, serfs, slaves, servants, pil- spells prepared:
Armor Class 11 (leather armor)
grims, merchants, artisans, and hermits. Armor Class 18 (plate)
Cantrips (at will): fire bolt, light, mage hand, prestidigitation Hit Points 32 (5d8 + 10)
Hit Points 52 (8d8 + 16)
1st level (4 slots): detect magic, mage armor, magic Speed 30 ft.
Speed 30 ft.
missile, shield
Cultist STR DEX CON INT WIS CHA
2nd level (3 slots): misty step, suggestion STR DEX CON INT WIS CHA
Medium humanoid (any race), any non-good alignment 3rd level (3 slots): counterspell, fireball, fly 15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0)
16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2) 4th level (3 slots): greater invisibility, ice storm
Armor Class 12 (leather armor) 5th level (1 slot): cone of cold Skills Intimidation +2
Saving Throws Con +4, Wis +2
Hit Points 9 (2d8) Senses passive Perception 10
Speed 30 ft.
Senses passive Perception 10 Actions Languages any one language (usually Common)
Languages any one language (usually Common)
Dagger. Melee or Ranged Weapon Attack: +5 to hit, Challenge 1/2 (100 XP)
Challenge 3 (700 XP)
STR DEX CON INT WIS CHA reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2)
11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0) piercing damage. Pack Tactics. The thug has advantage on an attack roll against
Brave. The knight has advantage on saving throws against
a creature if at least one of the thug’s allies is within 5 feet of
Skills Deception +2, Religion +2 being frightened.
Senses passive Perception 10 Mages spend their lives in the study and prac- the creature and the ally isn’t incapacitated.
Languages any one language (usually Common) Actions tice of magic.
Challenge 1/8 (25 XP)
Actions
Multiattack. The knight makes two melee attacks.
Multiattack. The thug makes two melee attacks.

Dark Devotion. The cultist has advantage on saving throws


Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one Priest Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) slashing damage. Medium humanoid (any race), any alignment
against being charmed or frightened. creature. Hit: 5 (1d6 + 2) bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range
Armor Class 13 (chain shirt) Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range
Actions 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Hit Points 27 (5d8 + 5) 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one Leadership (Recharges after a Short or Long Rest). For 1 Speed 25 ft.
creature. Hit: 4 (1d6 + 1) slashing damage. minute, the knight can utter a special command or warning Thugs are ruthless enforcers skilled at intimidation and
whenever a nonhostile creature that it can see within 30 feet STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1) violence. They work for money and have few scruples.
Cultists swear allegiance to dark powers, and often show of it makes an attack roll or a saving throw. The creature can
signs of insanity in their beliefs and practices. add a d4 to its roll provided it can hear and understand the
knight. A creature can benefit from only one Leadership die at Skills Medicine +7, Persuasion +3, Religion +4
a time. This effect ends if the knight is incapacitated. Senses passive Perception 13
Languages any two languages
Guard Reactions Challenge 2 (450 XP)
Medium humanoid (any race), any alignment
Parry. The knight adds 2 to its AC against one melee attack
Armor Class 16 (chain shirt, shield) that would hit it. To do so, the knight must see the attacker Divine Eminence. As a bonus action, the priest can expend a
Hit Points 11 (2d8 + 2) and be wielding a melee weapon. spell slot to cause its melee weapon attacks to magically deal
Speed 30 ft. an extra 10 (3d6) radiant damage to a target on a hit. This
benefit lasts until the end of the turn. If the priest expends a
Knights are warriors who pledge service to rulers, re-
STR DEX CON INT WIS CHA spell slot of 2nd level or higher, the extra damage increases by
ligious orders, and noble causes. A knight’s alignment
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0) 1d6 for each level above 1st.
determines the extent to which a pledge is honored.
RICHARD WHITTERS

Chapter 12: Monsters Chapter 12: Monsters


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Chapter 13: Building Combat Encounters Party Size opponents in an adventure as a guideline for how far the
party is likely to progress.
The preceding guidelines assume that you have a party For each character in the party, use the Adventuring
consisting of three to five adventurers. Day XP table to estimate how much XP that character is
When creating a combat encounter, let your imag- 2. Determine the Party’s XP Threshold. For each
If the party contains fewer than three characters, apply expected to earn in a day. Add together the values of all
ination run wild and build something your players will category of encounter difficulty, add up the characters’
the next highest multiplier on the Encounter Multipliers party members to get a total for the party’s adventuring
enjoy. Once you have the details figured out, use this sec- XP thresholds. This determines the party’s XP threshold.
table. For example, apply a multiplier of 1.5 when the day. This provides a rough estimate of the adjusted XP
tion to adjust the difficulty of the encounter. You’ll end up with four totals, one for each category of en-
characters fight a single monster, and a multiplier of 5 for value for encounters the party can handle before the
counter difficulty.
Combat Encounter Difficulty groups of fifteen or more monsters. characters will need to take a long rest.
For example, if your party includes three 3rd-level
If the party contains six or more characters, use the
There are four categories of encounter difficulty. characters and one 2nd-level character, the party’s
next lowest multiplier on the table. Use a multiplier of 0.5 Adventuring Day XP
Easy. An easy encounter doesn’t tax the characters’ totaled XP thresholds would be as follows:
for a single monster.
resources or put them in serious peril. They might lose a Adjusted XP per Day Adjusted XP per Day
Easy: 275 XP (75 + 75 + 75 + 50)
Level per Character Level per Character
few hit points, but victory is pretty much guaranteed. Medium: 550 XP (150 + 150 + 150 + 100) Multipart Encounters 1st 300 11th 10,500
Medium. A medium encounter usually has one or two Hard: 825 XP (225 + 225 + 225 + 150) Sometimes an encounter features multiple enemies that
scary moments for the players, but the characters should 2nd 600 12th 11,500
Deadly: 1,400 XP (400 + 400 + 400 + 200) the party doesn’t face all at once. For example, monsters
emerge victorious with no casualties. One or more of 3rd 1,200 13th 13,500
Record the totals, because you can use them for every might come at the party in waves. For such encounters,
them might need to use healing resources. 4th 1,700 14th 15,000
encounter in your adventure. treat each discrete part or wave as a separate encounter
Hard. A hard encounter could go badly for the adven- 5th 3,500 15th 18,000
3. Total the Monsters’ XP. Add up the XP for all of for the purpose of determining its difficulty.
turers. Weaker characters might get taken out of the 6th 4,000 16th 20,000
the monsters in the encounter. Every monster has an XP A party can’t benefit from a short rest between parts of
fight, and there’s a slim chance that one or more charac- 7th 5,000 17th 25,000
value in its stat block. a multipart encounter, so they won’t be able to spend Hit
ters might die. 8th 6,000 18th 27,000
4. Modify Total XP for Multiple Monsters. If the Dice to regain hit points or recover any abilities that re-
Deadly. A deadly encounter could be lethal for one or
encounter includes more than one monster, apply a quire a short rest to regain. As a rule, if the adjusted XP 9th 7,500 19th 30,000
more player characters. Survival often requires good tac-
multiplier to the monsters’ total XP. The more monsters value for the monsters in a multipart encounter is higher 10th 9,000 20th 40,000
tics and quick thinking, and the party risks defeat.
there are, the more attack rolls you’re making against the than one-third of the party’s expected XP total for the
characters in a given round, and the more dangerous the adventuring day (see “The Adventuring Day,” below), the Short Rests
XP Thresholds by Character Level
encounter becomes. To correctly gauge an encounter’s encounter is going to be tougher than the sum of its parts. In general, over the course of a full adventuring day, the
————— Encounter Difficulty —————
Character difficulty, multiply the total XP of all the monsters in party will likely need to take two short rests, about one-
Level Easy Medium Hard Deadly the encounter by the value given in the Encounter Multi- Building Encounters on a third and two-thirds of the way through the day.
1st 25 50 75 100 pliers table. Budget
2nd 50 100 150 200 For example, if an encounter includes four monsters You can build an encounter if you know its desired diffi-
Modifying Encounter Difficulty
3rd 75 150 225 400 worth a total of 500 XP, you would multiply the total XP culty. The party’s XP thresholds give you an XP budget An encounter can be made easier or harder based on the
4th 125 250 375 500 of the monsters by 2, for an adjusted value of 1,000 XP. that you can spend on monsters to build easy, medium, choice of location and the situation.
5th 250 500 750 1,100 This adjusted value is not what the monsters are worth in hard, and deadly encounters. Just remember that groups Increase the difficulty of the encounter by one step
6th 300 600 900 1,400 terms of XP; the adjusted value’s only purpose is to help of monsters eat up more of that budget than their base (from easy to medium, for example) if the characters have
7th 350 750 1,100 1,700 you accurately assess the encounter’s difficulty. XP values would indicate (see step 4). a drawback that their enemies don’t. Reduce the difficulty
When making this calculation, don’t count any mon- For example, using the party from step 2, you can build by one step if the characters have a benefit that their en-
8th 450 900 1,400 2,100
sters whose challenge rating is significantly below the a medium encounter by making sure that the adjusted emies don’t. Any additional benefit or drawback pushes
9th 550 1,100 1,600 2,400
average challenge rating of the other monsters in the XP value of the monsters is at least 550 XP (the party’s the encounter one step in the appropriate direction. If the
10th 600 1,200 1,900 2,800 group unless you think the weak monsters significantly threshold for a medium encounter) and no more than 825 characters have both a benefit and a drawback, the two
11th 800 1,600 2,400 3,600 contribute to the difficulty of the encounter. XP (the party’s threshold for a hard encounter). A single cancel each other out.
12th 1,000 2,000 3,000 4,500 Situational drawbacks include the following:
monster of challenge rating 3 (such as a manticore or
13th 1,100 2,200 3,400 5,100 Encounter Multipliers owlbear) is worth 700 XP, so that’s one possibility. If you
14th 1,250 2,500 3,800 5,700
• The whole party is surprised, and the enemy isn’t.
Number of Number of want a pair of monsters, each one will count for 1.5 times • The enemy has cover, and the party doesn’t.
15th 1,400 2,800 4,300 6,400 Monsters Multiplier Monsters Multiplier its base XP value. A pair of dire wolves (worth 200 XP • The characters are unable to see the enemy.
16th 1,600 3,200 4,800 7,200 1 ×1 7–10 × 2.5 each) have an adjusted XP value of 600, making them a • The characters are taking damage every round from
17th 2,000 3,900 5,900 8,800 2 × 1.5 11–14 ×3 medium encounter for the party as well. some environmental effect or magical source.
18th 2,100 4,200 6,300 9,500 3–6 ×2 15 or more ×4 To assist with this approach, appendix B in the Dun- • The characters are hanging from a rope, in the midst of
19th 2,400 4,900 7,300 10,900 geon Master’s Guide presents a list of all monsters in scaling a sheer wall or cliff, stuck to the floor, or other-
20th 2,800 5,700 8,500 12,700 5. Compare XP. Compare the monsters’ adjusted XP the Monster Manual organized by challenge rating. See wise in a situation that hinders their mobility.
value to the party’s XP thresholds. The threshold that “Monsters by Challenge Rating” later in this chapter for a
list by CR of the monsters included in this document. Situational benefits are similar to drawbacks except
Evaluating Encounter Difficulty equals the adjusted XP value determines the encounter’s that they benefit the characters instead of the enemy.
Use the following method to gauge the difficulty of any difficulty. If there’s no match, use the closest threshold
combat encounter. that is lower than the adjusted XP value. The Adventuring Day Fun Combat Encounters
1. Determine XP Thresholds. First, determine the ex- For example, an encounter with one bugbear and three Assuming typical adventuring conditions and average
perience point (XP) thresholds for each character in the hobgoblins has an adjusted XP value of 1,000, making it luck, most adventuring parties can handle about six to The following features can add more fun and suspense to
party. The XP Thresholds by Character Level table has a hard encounter for a party of three 3rd-level characters eight medium or hard encounters in a day. If the adven- a combat encounter:
four XP thresholds for each character level, one for each and one 2nd-level character (which has a hard encounter ture has more easy encounters, the adventurers can get • Terrain features that pose inherent risks to both the
category of encounter difficulty. Use a character’s level to threshold of 825 XP and a deadly encounter threshold of through more. If it has more deadly encounters, they can characters and their enemies, such as a frayed rope
determine his or her XP thresholds. Repeat this process 1,400 XP). handle fewer. bridge and pools of green slime
for every character in the party. In the same way you figure out the difficulty of an en- • Terrain features that provide a change of elevation,
counter, you can use the XP values of monsters and other such as pits, stacks of empty crates, and ledges

Chapter 13: Building Combat Encounters Chapter 13: Building Combat Encounters
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D&D Basic Rules (Version 1.0). Not for resale. Permission granted to print and photocopy this document for personal use only. D&D Basic Rules (Version 1.0). Not for resale. Permission granted to print and photocopy this document for personal use only.

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