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D&D Basic Rules, Version 1.0, Released November 2018 - page 3

 

 

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Blood Hawk
Brown Bear
Small beast, unaligned
Large beast, unaligned
Armor Class 12
Armor Class 11 (natural armor)
Hit Points 7 (2d6)
Hit Points 34 (4d10 + 12)
Speed 10 ft., fly 60 ft.
Speed 40 ft., climb 30 ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
6 (−2)
14 (+2)
10 (+0)
3 (−4)
14 (+2)
5 (−3)
19 (+4)
10 (+0)
16 (+3)
2 (−4)
13 (+1)
7 (−2)
Skills Perception +4
Skills Perception +3
Senses passive Perception 14
Senses passive Perception 13
Languages
Languages
Challenge 1/8 (25 XP)
Challenge 1 (200 XP)
Keen Sight. The hawk has advantage on Wisdom (Perception)
Keen Smell. The bear has advantage on Wisdom (Perception)
checks that rely on sight.
checks that rely on smell.
Pack Tactics. The hawk has advantage on an attack roll
Actions
against a creature if at least one of the hawk’s allies is within 5
Multiattack. The bear makes two attacks: one with its bite
feet of the creature and the ally isn’t incapacitated.
and one with its claws.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) piercing damage.
Hit: 4 (1d4 + 2) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.
Taking its name from its crimson feathers and aggressive
nature, the blood hawk fearlessly attacks with its dag-
gerlike beak.
Bugbear
Medium humanoid (goblinoid), chaotic evil
Boar
Medium beast, unaligned
Armor Class 16 (hide armor, shield)
Hit Points 27 (5d8 + 5)
Armor Class 11 (natural armor)
Speed 30 ft.
Hit Points 11 (2d8 + 2)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
15 (+2)
14 (+2)
13 (+1)
8 (−1)
11 (+0)
9 (−1)
STR
DEX
CON
INT
WIS
CHA
13 (+1)
11 (+0)
12 (+1)
2 (−4)
9 (−1)
5 (−3)
Skills Stealth +6, Survival +2
Senses darkvision 60 ft., passive Perception 10
Senses passive Perception 9
Languages Common, Goblin
Languages
Challenge 1 (200 XP)
Challenge 1/4 (50 XP)
Brute. A melee weapon deals one extra die of its damage when
Charge. If the boar moves at least 20 feet straight toward a
the bugbear hits with it (included in the attack).
target and then hits it with a tusk attack on the same turn, the
Surprise Attack. If the bugbear surprises a creature and hits
target takes an extra 3 (1d6) slashing damage. If the target is
it with an attack during the first round of combat, the target
a creature, it must succeed on a DC 11 Strength saving throw
takes an extra 7 (2d6) damage from the attack.
or be knocked prone.
Relentless (Recharges after a Short or Long Rest). If the boar
Actions
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
is reduced to 1 hit point instead.
target. Hit: 11 (2d8 + 2) piercing damage.
Actions
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5
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.
damage in melee or 5 (1d6 + 2) piercing damage at range.
Hit: 4 (1d6 + 1) slashing damage.
Bugbears are hairy goblinoids born for battle and may-
hem. They survive by raiding and hunting, but are fond of
setting ambushes and fleeing when outmatched.
Chapter 12: Monsters
120

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Actions
Camel
Large beast, unaligned
Multiattack. The centaur makes two attacks: one with its pike
and one with its hooves or two with its longbow.
Armor Class 9
Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit Points 15 (2d10 + 4)
Hit: 9 (1d10 + 4) piercing damage.
Speed 50 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.
16 (+3)
8 (−1)
14 (+2)
2 (−4)
8 (−1)
5 (−3)
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft.,
Senses passive Perception 9
one target. Hit: 6 (1d8 + 2) piercing damage.
Languages
Challenge 1/8 (25 XP)
A centaur has the body of a great horse topped by a hu-
manoid torso, head, and arms. Reclusive wanderers, they
avoid conflict but fight fiercely when pressed.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 2 (1d4) bludgeoning damage.
Chimera
Large monstrosity, chaotic evil
Armor Class 14 (natural armor)
Cat
Hit Points 114 (12d10 + 48)
Tiny beast, unaligned
Speed 30 ft., fly 60 ft.
Armor Class 12
STR
DEX
CON
INT
WIS
CHA
Hit Points 2 (1d4)
19 (+4)
11 (+0)
19 (+4)
3 (−4)
14 (+2)
10 (+0)
Speed 40 ft., climb 30 ft.
Skills Perception +8
STR
DEX
CON
INT
WIS
CHA
Senses darkvision 60 ft., passive Perception 18
3 (−4)
15 (+2)
10 (+0)
3 (−4)
12 (+1)
7 (−2)
Languages understands Draconic but can’t speak
Challenge 6 (2,300 XP)
Skills Perception +3, Stealth +4
Senses passive Perception 13
Languages
Actions
Challenge 0 (10 XP)
Multiattack. The chimera makes three attacks: one with its
bite, one with its horns, and one with its claws. When its
Keen Smell. The cat has advantage on Wisdom (Perception)
fire breath is available, it can use the breath in place of its
checks that rely on smell.
bite or horns.
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) piercing damage.
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
Hit: 1 slashing damage.
Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 10 (1d12 + 4) bludgeoning damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Centaur
Hit: 11 (2d6 + 4) slashing damage.
Large monstrosity, neutral good
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
Armor Class 12
Dexterity saving throw, taking 31 (7d8) fire damage on a failed
Hit Points 45 (6d10 + 12)
save, or half as much damage on a successful one.
Speed 50 ft.
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.
Chapter 12: Monsters
121

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Cockatrice
Crab
Small monstrosity, unaligned
Tiny beast, unaligned
Armor Class 11
Armor Class 11 (natural armor)
Hit Points 27 (6d6 + 6)
Hit Points 2 (1d4)
Speed 20 ft., fly 40 ft.
Speed 20 ft., swim 20 ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
6 (−2)
12 (+1)
12 (+1)
2 (−4)
13 (+1)
5 (−3)
2 (−4)
11 (+0)
10 (+0)
1 (−5)
8 (−1)
2 (−4)
Senses darkvision 60 ft., passive Perception 11
Skills Stealth +2
Languages
Senses blindsight 30 ft., passive Perception 9
Challenge 1/2 (100 XP)
Languages
Challenge 0 (10 XP)
Actions
Amphibious. The crab can breathe air and water.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Hit: 3 (1d4 + 1) piercing damage, and the target must
Actions
succeed on a DC 11 Constitution saving throw against being
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
throw at the end of its next turn. On a success, the effect
ends. On a failure, the creature is petrified for 24 hours.
Crocodile
The cockatrice looks like a hideous hybrid of lizard, bird,
Large beast, unaligned
and bat. It is infamous for its ability to turn flesh to stone.
Armor Class 12 (natural armor)
Hit Points 19 (3d10 + 3)
Constrictor Snake
Speed 20 ft., swim 30 ft.
Large beast, unaligned
STR
DEX
CON
INT
WIS
CHA
Armor Class 12
15 (+2)
10 (+0)
13 (+1)
2 (−4)
10 (+0)
5 (−3)
Hit Points 13 (2d10 + 2)
Speed 30 ft., swim 30 ft.
Skills Stealth +2
Senses passive Perception 10
STR
DEX
CON
INT
WIS
CHA
Languages
15 (+2)
14 (+2)
12 (+1)
1 (−5)
10 (+0)
3 (−4)
Challenge 1/2 (100 XP)
Senses blindsight 10 ft., passive Perception 10
Hold Breath. The crocodile can hold its breath for 15 minutes.
Languages
Challenge 1/4 (50 XP)
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Actions
creature. Hit: 7 (1d10 + 2) piercing damage, and the target is
grappled (escape DC 12). Until this grapple ends, the target is
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
restrained, and the crocodile can’t bite another target.
Hit: 5 (1d6 + 2) piercing damage.
Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the
target is grappled (escape DC 14). Until this grapple ends,
the creature is restrained, and the snake can’t constrict
another target.
Chapter 12: Monsters
122

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Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Cyclops
Hit: 5 (1d6 + 2) piercing damage. If the target is a creature,
Huge giant, chaotic neutral
it must succeed on a DC 12 Constitution saving throw
against disease or become poisoned until the disease is
Armor Class 14 (natural armor)
cured. Every 24 hours that elapse, the creature must repeat
Hit Points 138 (12d12 + 60)
the saving throw, reducing its hit point maximum by 5
Speed 30 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
maximum to 0.
22 (+6)
11 (+0)
20 (+5)
8 (−1)
6 (−2)
10 (+0)
Senses passive Perception 8
A death dog is an ugly two-headed hound that roams
Languages Giant
plains, deserts, and the Underdark.
Challenge 6 (2,300 XP)
Poor Depth Perception. The cyclops has disadvantage on any
Deer
attack roll against a target more than 30 feet away.
Medium beast, unaligned
Actions
Armor Class 13
Hit Points 4 (1d8)
Multiattack. The cyclops makes two greatclub attacks.
Speed 50 ft.
Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 19 (3d8 + 6) bludgeoning damage.
STR
DEX
CON
INT
WIS
CHA
11 (+0)
16 (+3)
11 (+0)
2 (−4)
14 (+2)
5 (−3)
Rock. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one
target. Hit: 28 (4d10 + 6) bludgeoning damage.
Senses passive Perception 12
Languages
Cyclopes are one-eyed giants that eke out a meager exis-
Challenge 0 (10 XP)
tence in wild lands. They are a terrifying threat in combat
due to their size and strength, but they can often be
Actions
tricked by clever foes.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) piercing damage.
Death Dog
Medium monstrosity, neutral evil
Armor Class 12
Dire Wolf
Hit Points 39 (6d8 + 12)
Large beast, unaligned
Speed 40 ft.
Armor Class 14 (natural armor)
STR
DEX
CON
INT
WIS
CHA
Hit Points 37 (5d10 + 10)
15 (+2)
14 (+2)
14 (+2)
3 (−4)
13 (+1)
6 (−2)
Speed 50 ft.
Skills Perception +5, Stealth +4
STR
DEX
CON
INT
WIS
CHA
Senses darkvision 120 ft., passive Perception 15
17 (+3)
15 (+2)
15 (+2)
3 (−4)
12 (+1)
7 (−2)
Languages
Challenge 1 (200 XP)
Skills Perception +3, Stealth +4
Senses passive Perception 13
Languages
Two-Headed. The dog has advantage on Wisdom
Challenge 1 (200 XP)
(Perception) checks and on saving throws against being
blinded, charmed, deafened, frightened, stunned, or knocked
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.
Chapter 12: Monsters
123

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Doppelganger
Draft Horse
Medium monstrosity (shapechanger), neutral
Large beast, unaligned
Armor Class 14
Armor Class 10
Hit Points 52 (8d8 + 16)
Hit Points 19 (3d10 + 3)
Speed 30 ft.
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
11 (+0)
18 (+4)
14 (+2)
11 (+0)
12 (+1)
14 (+2)
18 (+4)
10 (+0)
12 (+1)
2 (−4)
11 (+0)
7 (−2)
Skills Deception +6, Insight +3
Senses passive Perception 10
Condition Immunities charmed
Languages
Senses darkvision 60 ft., passive Perception 11
Challenge 1/4 (50 XP)
Languages Common
Challenge 3 (700 XP)
Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Shapechanger. The doppelganger can use its action to
target. Hit: 9 (2d4 + 4) bludgeoning damage.
polymorph into a Small or Medium humanoid it has seen, or
back into its true form. Its statistics, other than its size, are the
same in each form. Any equipment it is wearing or carrying
isn’t transformed. It reverts to its true form if it dies.
Eagle
Ambusher. In the first round of a combat, the doppelganger
Small beast, unaligned
has advantage on attack rolls against any creature
it surprised.
Armor Class 12
Hit Points 3 (1d6)
Surprise Attack. If the doppelganger surprises a creature and
Speed 10 ft., fly 60 ft.
hits it with an attack during the first round of combat, the
target takes an extra 10 (3d6) damage from the attack.
STR
DEX
CON
INT
WIS
CHA
Actions
6 (−2)
15 (+2)
10 (+0)
2 (−4)
14 (+2)
7 (−2)
Multiattack. The doppelganger makes two melee attacks.
Skills Perception +4
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Senses passive Perception 14
Hit: 7 (1d6 + 4) bludgeoning damage.
Languages
Challenge 0 (10 XP)
Read Thoughts. The doppelganger magically reads the
surface thoughts of one creature within 60 feet of it. The
Keen Sight. The eagle has advantage on Wisdom (Perception)
effect can penetrate barriers, but 3 feet of wood or dirt,
checks that rely on sight.
2 feet of stone, 2 inches of metal, or a thin sheet of lead
blocks it. While the target is in range, the doppelganger can
Actions
continue reading its thoughts, as long as the doppelganger’s
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.
advantage on Wisdom (Insight) and Charisma (Deception,
Intimidation, and Persuasion) checks against the target.
Doppelgangers are devious shapeshifters that take on
the appearance of other humanoids, throwing off pur-
suit or luring victims to their doom with misdirection
and disguise.
Chapter 12: Monsters
124

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Earth Elemental
Elephant
Large elemental, neutral
Huge beast, unaligned
Armor Class 17 (natural armor)
Armor Class 12 (natural armor)
Hit Points 126 (12d10 + 60)
Hit Points 76 (8d12 + 24)
Speed 30 ft., burrow 30 ft.
Speed 40 ft.
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)
Damage Vulnerabilities thunder
Senses passive Perception 10
Damage Resistances bludgeoning, piercing, and slashing
Languages
from nonmagical attacks
Challenge 4 (1,100 XP)
Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified,
Trampling Charge. If the elephant moves at least 20 feet
poisoned, unconscious
straight toward a creature and then hits it with a gore attack
Senses darkvision 60 ft., tremorsense 60 ft.,
passive Perception 10
on the same turn, that target must succeed on a DC 12
Languages Terran
Strength saving throw or be knocked prone. If the target is
Challenge 5 (1,800 XP)
prone, the elephant can make one stomp attack against it as
a bonus action.
Earth Glide. The elemental can burrow through nonmagical,
Actions
unworked earth and stone. While doing so, the elemental
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
doesn’t disturb the material it moves through.
Hit: 18 (3d8 + 5) piercing damage.
Siege Monster. The elemental deals double damage to objects
Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone
and structures.
creature. Hit: 21 (3d10 + 5) bludgeoning damage.
Actions
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Elk
Hit: 14 (2d8 + 5) bludgeoning damage.
Large beast, unaligned
Armor Class 10
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.
head and body consist of dirt and stone, occasionally set
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)
Senses passive Perception 10
Languages
Challenge 1/4 (50 XP)
Charge. If the elk moves at least 20 feet straight toward a
target and then hits it with a ram attack on the same turn,
the target takes an extra 7 (2d6) damage. If the target is a
creature, it must succeed on a DC 13 Strength saving throw
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.
Chapter 12: Monsters
125

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Fire Elemental
Fire Giant
Large elemental, neutral
Huge giant, lawful evil
Armor Class 13
Armor Class 18 (plate)
Hit Points 102 (12d10 + 36)
Hit Points 162 (13d12 + 78)
Speed 50 ft.
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
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 Resistances bludgeoning, piercing, and slashing
Saving Throws Dex +3, Con +10, Cha +5
from nonmagical attacks
Skills Athletics +11, Perception +6
Damage Immunities fire, poison
Damage Immunities fire
Condition Immunities exhaustion, grappled, paralyzed,
Senses passive Perception 16
petrified, poisoned, prone, restrained, unconscious
Languages Giant
Senses darkvision 60 ft., passive Perception 10
Challenge 9 (5,000 XP)
Languages Ignan
Challenge 5 (1,800 XP)
Actions
Multiattack. The giant makes two greatsword attacks.
Fire Form. The elemental can move through a space as
narrow as 1 inch wide without squeezing. A creature that
Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one
touches the elemental or hits it with a melee attack while
target. Hit: 28 (6d6 + 7) slashing damage.
within 5 feet of it takes 5 (1d10) fire damage. In addition,
the elemental can enter a hostile creature’s space and stop
Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one
there. The first time it enters a creature’s space on a turn,
target. Hit: 29 (4d10 + 7) bludgeoning damage.
that creature takes 5 (1d10) fire damage and catches fire; until
someone takes an action to douse the fire, the creature takes
With dark skin and flaming red hair, fire giants have a
5 (1d10) fire damage at the start of each of its turns.
fearsome reputation as soldiers and conquerors. They
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,
and destroy.
Water Susceptibility. For every 5 feet the elemental moves in
water, or for every gallon of water splashed on it, it takes 1
cold damage.
Actions
Multiattack. The elemental makes two touch attacks.
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
flammable object, it ignites. Until a creature takes an action
to douse the fire, the target takes 5 (1d10) fire damage at the
start of each of its turns.
A faint humanoid shape shows in a fire elemental’s
capricious devastation. Wherever it moves, it sets its
surroundings ablaze, turning the world to ash, smoke,
and cinders.
Chapter 12: Monsters
126

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Flameskull
Flesh Golem
Tiny undead, neutral evil
Medium construct, neutral
Armor Class 13
Armor Class 9
Hit Points 40 (9d4 + 18)
Hit Points 93 (11d8 + 44)
Speed 0 ft., fly 40 ft. (hover)
Speed 30 ft.
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)
Skills Arcana +5, Perception +2
Damage Immunities lightning, poison; bludgeoning, piercing,
Damage Resistances lightning, necrotic, piercing
and slashing from nonmagical attacks not made with
Damage Immunities cold, fire, poison
adamantine weapons
Condition Immunities charmed, frightened, paralyzed,
Condition Immunities charmed, exhaustion, frightened,
poisoned, prone
paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 12
Senses darkvision 60 ft., passive Perception 10
Languages Common
Languages understands the languages of its creator
Challenge 4 (1,100 XP)
but can’t speak
Challenge 5 (1,800 XP)
Illumination. The flameskull sheds either dim light in a 15-
foot radius, or bright light in a 15-foot radius and dim light
Berserk. Whenever the golem starts its turn with 40 hit points
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
as an action.
of its turns while berserk, the golem attacks the nearest
creature it can see. If no creature is near enough to move to
Magic Resistance. The flameskull has advantage on saving
and attack, the golem attacks an object, with preference for
throws against spells and other magical effects.
an object smaller than itself. Once the golem goes berserk,
Rejuvenation. If the flameskull is destroyed, it regains
it continues to do so until it is destroyed or regains all
all its hit points in 1 hour unless holy water is sprinkled
its hit points.
on its remains or a dispel magic or remove curse spell is
The golem’s creator, if within 60 feet of the berserk golem,
cast on them.
can try to calm it by speaking firmly and persuasively. The
golem must be able to hear its creator, who must take an
Spellcasting. The flameskull is a 5th-level spellcaster. Its
action to make a DC 15 Charisma (Persuasion) check. If the
spellcasting ability is Intelligence (spell save DC 13, +5 to
check succeeds, the golem ceases being berserk. If it takes
hit with spell attacks). It requires no somatic or material
damage while still at 40 hit points or fewer, the golem might
components to cast its spells. The flameskull has the
go berserk again.
following wizard spells prepared:
Aversion of Fire. If the golem takes fire damage, it has
Cantrip (at will): mage hand
disadvantage on attack rolls and ability checks until the end
1st level (3 slots): magic missile, shield
of its next turn.
2nd level (2 slots): blur, flaming sphere
3rd level (1 slot): fireball
Immutable Form. The golem is immune to any spell or effect
that would alter its form.
Actions
Lightning Absorption. Whenever the golem is subjected to
Multiattack. The flameskull uses Fire Ray twice.
lightning damage, it takes no damage and instead regains a
number of hit points equal to the lightning damage dealt.
Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft., one
target. Hit: 10 (3d6) fire damage.
Magic Resistance. The golem has advantage on saving throws
against spells and other magical effects.
Blazing green flames and mad, echoing laughter sur-
Magic Weapons. The golem’s weapon attacks are magical.
round an undead flameskull. This disembodied skull
blasts foes with fiery rays from its eyes and dreadful
Actions
spells called up from the dark recesses of its memory.
Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) bludgeoning damage.
A flesh golem is a grisly assortment of humanoid body
parts stitched and bolted together into a muscled brute
imbued with formidable strength. Powerful enchant-
ments protect it, deflecting spells and all but the most
potent weapons.
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Flying Snake
Frog
Tiny beast, unaligned
Tiny beast, unaligned
Armor Class 14
Armor Class 11
Hit Points 5 (2d4)
Hit Points 1 (1d4 − 1)
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
4 (−3)
18 (+4)
11 (+0)
2 (−4)
12 (+1)
5 (−3)
1 (−5)
13 (+1)
8 (−1)
1 (−5)
8 (−1)
3 (−4)
Senses blindsight 10 ft., passive Perception 11
Skills Perception +1, Stealth +3
Languages
Senses darkvision 30 ft., passive Perception 11
Challenge 1/8 (25 XP)
Languages
Challenge 0 (0 XP)
Flyby. The snake doesn’t provoke opportunity attacks when it
flies out of an enemy’s reach.
Amphibious. The frog can breathe air and water.
Standing Leap. The frog’s long jump is up to 10 feet and its
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.
Hit: 1 piercing damage plus 7 (3d4) poison damage.
A frog has no effective attacks. It feeds on small insects
and typically dwells near water, in trees, or underground.
A flying snake is a brightly colored, winged serpent
found in remote jungles.
Frost Giant
Huge giant, neutral evil
Flying Sword
Small construct, unaligned
Armor Class 15 (patchwork armor)
Hit Points 138 (12d12 + 60)
Armor Class 17 (natural armor)
Speed 40 ft.
Hit Points 17 (5d6)
Speed 0 ft., fly 50 ft. (hover)
STR
DEX
CON
INT
WIS
CHA
23 (+6)
9 (−1)
21 (+5)
9 (−1)
10 (+0)
12 (+1)
STR
DEX
CON
INT
WIS
CHA
12 (+1)
15 (+2)
11 (+0)
1 (−5)
5 (−3)
1 (−5)
Saving Throws Con +8, Wis +3, Cha +4
Skills Athletics +9, Perception +3
Saving Throws Dex +4
Damage Immunities cold
Damage Immunities poison, psychic
Senses passive Perception 13
Condition Immunities blinded, charmed, deafened,
Languages Giant
frightened, paralyzed, petrified, poisoned
Challenge 8 (3,900 XP)
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 7
Languages
Actions
Challenge 1/4 (50 XP)
Multiattack. The giant makes two greataxe attacks.
Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one
Antimagic Susceptibility. The sword is incapacitated while in
target. Hit: 25 (3d12 + 6) slashing damage.
the area of an antimagic field. If targeted by dispel magic, the
sword must succeed on a Constitution saving throw against
Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one
the caster’s spell save DC or fall unconscious for 1 minute.
target. Hit: 28 (4d10 + 6) bludgeoning damage.
False Appearance. While the sword remains motionless and
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
Actions
glacial ice. They respect only brute strength and skill
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one
in battle.
target. Hit: 5 (1d8 + 1) slashing damage.
A magically animated flying sword dances through the
air, fighting like a warrior that can’t be injured.
Chapter 12: Monsters
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Actions
Gargoyle
Medium elemental, chaotic evil
Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 17 (4d6 + 3) necrotic damage.
Armor Class 15 (natural armor)
Etherealness. The ghost enters the Ethereal Plane from the
Hit Points 52 (7d8 + 21)
Material Plane, or vice versa. It is visible on the Material Plane
Speed 30 ft., fly 60 ft.
while it is in the Border Ethereal, and vice versa, yet it can’t
affect or be affected by anything on the other plane.
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
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
slashing from nonmagical attacks not made with
5 or more, the target also ages 1d4 × 10 years. A frightened
adamantine weapons
target can repeat the saving throw at the end of each of its
Damage Immunities poison
turns, ending the frightened condition on itself on a success.
Condition Immunities exhaustion, petrified, poisoned
If a target’s saving throw is successful or the effect ends for it,
Senses darkvision 60 ft., passive Perception 10
the target is immune to this ghost’s Horrifying Visage for the
Languages Terran
next 24 hours. The aging effect can be reversed with a greater
Challenge 2 (450 XP)
restoration spell, but only within 24 hours of it occurring.
Possession (Recharge 6). One humanoid that the ghost can
False Appearance. While the gargoyle remains motionless, it
see within 5 feet of it must succeed on a DC 13 Charisma
is indistinguishable from an inanimate statue.
saving throw or be possessed by the ghost; the ghost then
Actions
disappears, and the target is incapacitated and loses control
of its body. The ghost now controls the body but doesn’t
Multiattack. The gargoyle makes two attacks: one with its
deprive the target of awareness. The ghost can’t be targeted
bite and one with its claws.
by any attack, spell, or other effect, except ones that turn
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
undead, and it retains its alignment, Intelligence, Wisdom,
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
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
gain access to the target’s knowledge, class features, or
Hit: 5 (1d6 + 2) slashing damage.
proficiencies.
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
grotesque, fiendish statues. A gargoyle lurks among ma-
forced out by an effect like the dispel evil and good spell. When
sonry and ruins, delighting in the terror it creates when it
the possession ends, the ghost reappears in an unoccupied
space within 5 feet of the body. The target is immune to this
breaks from its suspended pose.
ghost’s Possession for 24 hours after succeeding on the
saving throw or after the possession ends.
Ghost
Medium undead, any alignment
A ghost is the soul of a once-living creature, bound to
haunt a location, creature, or object from its life.
Armor Class 11
Hit Points 45 (10d8)
Speed 0 ft., fly 40 ft. (hover)
STR
DEX
CON
INT
WIS
CHA
7 (−2)
13 (+1)
10 (+0)
10 (+0)
12 (+1)
17 (+3)
Damage Resistances acid, fire, lightning, thunder;
bludgeoning, piercing, and slashing from
nonmagical attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened,
grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 11
Languages any languages it knew in life
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.
Chapter 12: Monsters
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Ghoul
Giant Badger
Medium undead, chaotic evil
Medium beast, unaligned
Armor Class 12
Armor Class 10
Hit Points 22 (5d8)
Hit Points 13 (2d8 + 4)
Speed 30 ft.
Speed 30 ft., burrow 10 ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
13 (+1)
15 (+2)
10 (+0)
7 (−2)
10 (+0)
6 (−2)
13 (+1)
10 (+0)
15 (+2)
2 (−4)
12 (+1)
5 (−3)
Damage Immunities poison
Senses darkvision 30 ft., passive Perception 11
Condition Immunities charmed, exhaustion, poisoned
Languages
Senses darkvision 60 ft., passive Perception 10
Challenge 1/4 (50 XP)
Languages Common
Challenge 1 (200 XP)
Keen Smell. The badger has advantage on Wisdom
(Perception) checks that rely on smell.
Actions
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
Multiattack. The badger makes two attacks: one with its bite
Hit: 9 (2d6 + 2) piercing damage.
and one with its claws.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 7 (2d4 + 2) slashing damage. If the target is a creature
Hit: 4 (1d6 + 1) piercing damage.
other than an elf or undead, it must succeed on a DC 10
Constitution saving throw or be paralyzed for 1 minute. The
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
target can repeat the saving throw at the end of each of its
Hit: 6 (2d4 + 1) slashing damage.
turns, ending the effect on itself on a success.
With their razor-sharp teeth and jagged claws, ghouls
roam the night in packs, driven by an insatiable hunger
Giant Bat
for humanoid flesh.
Large beast, unaligned
Armor Class 13
Hit Points 22 (4d10)
Giant Ape
Speed 10 ft., fly 60 ft.
Huge beast, unaligned
STR
DEX
CON
INT
WIS
CHA
Armor Class 12
15 (+2)
16 (+3)
11 (+0)
2 (−4)
12 (+1)
6 (−2)
Hit Points 157 (15d12 + 60)
Speed 40 ft., climb 40 ft.
Senses blindsight 60 ft., passive Perception 11
Languages
STR
DEX
CON
INT
WIS
CHA
Challenge 1/4 (50 XP)
23 (+6)
14 (+2)
18 (+4)
7 (−2)
12 (+1)
7 (−2)
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
Challenge 7 (2,900 XP)
(Perception) checks that rely on hearing.
Actions
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Multiattack. The ape makes two fist attacks.
Hit: 5 (1d6 + 2) piercing damage.
Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 22 (3d10 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +9 to hit, range 50/100 ft., one
target. Hit: 30 (7d6 + 6) bludgeoning damage.
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Giant Boar
Giant Constrictor Snake
Large beast, unaligned
Huge beast, unaligned
Armor Class 12 (natural armor)
Armor Class 12
Hit Points 42 (5d10 + 15)
Hit Points 60 (8d12 + 8)
Speed 40 ft.
Speed 30 ft., swim 30 ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
17 (+3)
10 (+0)
16 (+3)
2 (−4)
7 (−2)
5 (−3)
19 (+4)
14 (+2)
12 (+1)
1 (−5)
10 (+0)
3 (−4)
Senses passive Perception 8
Skills Perception +2
Languages
Senses blindsight 10 ft., passive Perception 12
Challenge 2 (450 XP)
Languages
Challenge 2 (450 XP)
Charge. If the boar moves at least 20 feet straight toward a
target and then hits it with a tusk attack on the same turn, the
Actions
target takes an extra 7 (2d6) slashing damage. If the target is
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one
a creature, it must succeed on a DC 13 Strength saving throw
creature. Hit: 11 (2d6 + 4) piercing damage.
or be knocked prone.
Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Relentless (Recharges after a Short or Long Rest). If the boar
creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the
takes 10 damage or less that would reduce it to 0 hit points, it
target is grappled (escape DC 16). Until this grapple ends,
is reduced to 1 hit point instead.
the creature is restrained, and the snake can’t constrict
another target.
Actions
Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage.
Giant Crab
Medium beast, unaligned
Giant Centipede
Armor Class 15 (natural armor)
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
Speed 30 ft., climb 30 ft.
13 (+1)
15 (+2)
11 (+0)
1 (−5)
9 (−1)
3 (−4)
STR
DEX
CON
INT
WIS
CHA
Skills Stealth +4
5 (−3)
14 (+2)
12 (+1)
1 (−5)
7 (−2)
3 (−4)
Senses blindsight 30 ft., passive Perception 9
Languages
Senses blindsight 30 ft., passive Perception 8
Challenge 1/8 (25 XP)
Languages
Challenge 1/4 (50 XP)
Amphibious. The crab can breathe air and water.
Actions
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
creature. Hit: 4 (1d4 + 2) piercing damage, and the target
Hit: 4 (1d6 + 1) bludgeoning damage, and the target is
must succeed on a DC 11 Constitution saving throw or take
grappled (escape DC 11). The crab has two claws, each of
10 (3d6) poison damage. If the poison damage reduces the
which can grapple only one target.
target to 0 hit points, the target is stable but poisoned for 1
hour, even after regaining hit points, and is paralyzed while
poisoned in this way.
Chapter 12: Monsters
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A giant eagle is a noble creature that speaks its own lan-
guage and understands some speech.
Giant Crocodile
Huge beast, unaligned
Armor Class 14 (natural armor)
Giant Elk
Hit Points 85 (9d12 + 27)
Huge beast, unaligned
Speed 30 ft., swim 50 ft.
Armor Class 14 (natural armor)
STR
DEX
CON
INT
WIS
CHA
Hit Points 42 (5d12 + 10)
21 (+5)
9 (−1)
17 (+3)
2 (−4)
10 (+0)
7 (−2)
Speed 60 ft.
Skills Stealth +5
STR
DEX
CON
INT
WIS
CHA
Senses passive Perception 10
19 (+4)
16 (+3)
14 (+2)
7 (−2)
14 (+2)
10 (+0)
Languages
Challenge 5 (1,800 XP)
Skills Perception +4
Senses passive Perception 14
Languages Giant Elk, understands Common, Elvish, and
Hold Breath. The crocodile can hold its breath
Sylvan but can’t speak them
for 30 minutes.
Challenge 2 (450 XP)
Actions
Charge. If the elk moves at least 20 feet straight toward a
Multiattack. The crocodile makes two attacks: one with its
target and then hits it with a ram attack on the same turn,
bite and one with its tail.
the target takes an extra 7 (2d6) damage. If the target is a
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
creature, it must succeed on a DC 14 Strength saving throw
Hit: 21 (3d10 + 5) piercing damage, and the target is grappled
or be knocked prone.
(escape DC 16). Until this grapple ends, the target is
restrained, and the crocodile can’t bite another target.
Actions
Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target
not grappled by the crocodile. Hit: 14 (2d8 + 5) bludgeoning
Hit: 11 (2d6 + 4) bludgeoning damage.
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.
prone creature. Hit: 22 (4d8 + 4) bludgeoning damage.
Giant Eagle
Giant Fire Beetle
Large beast, neutral good
Small beast, unaligned
Armor Class 13
Armor Class 13 (natural armor)
Hit Points 26 (4d10 + 4)
Hit Points 4 (1d6 + 1)
Speed 10 ft., fly 80 ft.
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
16 (+3)
17 (+3)
13 (+1)
8 (−1)
14 (+2)
10 (+0)
8 (−1)
10 (+0)
12 (+1)
1 (−5)
7 (−2)
3 (−4)
Skills Perception +4
Senses blindsight 30 ft., passive Perception 8
Senses passive Perception 14
Languages
Languages Giant Eagle, understands Common and Auran but
Challenge 0 (10 XP)
can’t speak them
Challenge 1 (200 XP)
Illumination. The beetle sheds bright light in a 10-foot radius
and dim light for an additional 10 feet.
Keen Sight. The eagle has advantage on Wisdom (Perception)
checks that rely on sight.
Actions
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
Actions
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
Medium beast, unaligned
Large beast, unaligned
Armor Class 11
Armor Class 11 (natural armor)
Hit Points 18 (4d8)
Hit Points 19 (3d10 + 3)
Speed 30 ft., swim 30 ft.
Speed 40 ft.
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)
Skills Perception +2, Stealth +3
Senses passive Perception 11
Senses darkvision 30 ft., passive Perception 12
Languages
Languages
Challenge 1/2 (100 XP)
Challenge 1/4 (50 XP)
Charge. If the goat moves at least 20 feet straight toward a
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
Standing Leap. The frog’s long jump is up to 20 feet and its
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.
Actions
Sure-Footed. The goat has advantage on Strength and
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Dexterity saving throws made against effects that would
Hit: 4 (1d6 + 1) piercing damage, and the target is grappled
knock it prone.
(escape DC 11). Until this grapple ends, the target is
Actions
restrained, and the frog can’t bite another target.
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Swallow. The frog makes one bite attack against a Small or
Hit: 8 (2d4 + 3) bludgeoning damage.
smaller target it is grappling. If the attack hits, the target
is swallowed, and the grapple ends. The swallowed target
is blinded and restrained, it has total cover against attacks
and other effects outside the frog, and it takes 5 (2d4) acid
Giant Hyena
damage at the start of each of the frog’s turns. The frog can
Large beast, unaligned
have only one target swallowed at a time.
If the frog dies, a swallowed creature is no longer restrained
Armor Class 12
by it and can escape from the corpse using 5 feet of
Hit Points 45 (6d10 + 12)
movement, exiting prone.
Speed 50 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
14 (+2)
14 (+2)
2 (−4)
12 (+1)
7 (−2)
Skills Perception +3
Senses passive Perception 13
Languages
Challenge 1 (200 XP)
Rampage. When the hyena reduces a creature to 0 hit points
with a melee attack on its turn, the hyena can take a bonus
action to move up to half its speed and make a bite attack.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) piercing damage.
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Giant Lizard
Giant Owl
Large beast, unaligned
Large beast, neutral
Armor Class 12 (natural armor)
Armor Class 12
Hit Points 19 (3d10 + 3)
Hit Points 19 (3d10 + 3)
Speed 30 ft., climb 30 ft.
Speed 5 ft., fly 60 ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
15 (+2)
12 (+1)
13 (+1)
2 (−4)
10 (+0)
5 (−3)
13 (+1)
15 (+2)
12 (+1)
8 (−1)
13 (+1)
10 (+0)
Senses darkvision 30 ft., passive Perception 10
Skills Perception +5, Stealth +4
Languages
Senses darkvision 120 ft., passive Perception 15
Challenge 1/4 (50 XP)
Languages Giant Owl, understands Common, Elvish, and
Sylvan but can’t speak them
Challenge 1/4 (50 XP)
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Flyby. The owl doesn’t provoke opportunity attacks when it
Hit: 6 (1d8 + 2) piercing damage.
flies out of an enemy’s reach.
Keen Hearing and Sight. The owl has advantage on Wisdom
Giant lizards are fearsome predators often used as
(Perception) checks that rely on hearing or sight.
mounts or draft animals by reptilian humanoids and resi-
dents of the Underdark.
Actions
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 8 (2d6 + 1) slashing damage.
Giant Octopus
Large beast, unaligned
Giant owls are intelligent creatures that are the guard-
Armor Class 11
ians of their woodland realms.
Hit Points 52 (8d10 + 8)
Speed 10 ft., swim 60 ft.
Giant Poisonous Snake
STR
DEX
CON
INT
WIS
CHA
Medium beast, unaligned
17 (+3)
13 (+1)
13 (+1)
4 (−3)
10 (+0)
4 (−3)
Armor Class 14
Skills Perception +4, Stealth +5
Hit Points 11 (2d8 + 2)
Senses darkvision 60 ft., passive Perception 14
Speed 30 ft., swim 30 ft.
Languages
Challenge 1 (200 XP)
STR
DEX
CON
INT
WIS
CHA
10 (+0)
18 (+4)
13 (+1)
2 (−4)
10 (+0)
3 (−4)
Hold Breath. While out of water, the octopus can hold its
Skills Perception +2
breath for 1 hour.
Senses blindsight 10 ft., passive Perception 12
Underwater Camouflage. The octopus has advantage on
Languages
Dexterity (Stealth) checks made while underwater.
Challenge 1/4 (50 XP)
Water Breathing. The octopus can breathe only underwater.
Actions
Actions
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
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
ends, the target is restrained, and the octopus can’t use its
successful one.
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
Small beast, unaligned
Large beast, unaligned
Armor Class 12
Armor Class 13 (natural armor)
Hit Points 7 (2d6)
Hit Points 16 (3d10)
Speed 30 ft.
Speed 0 ft., swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
7 (−2)
15 (+2)
11 (+0)
2 (−4)
10 (+0)
4 (−3)
12 (+1)
15 (+2)
11 (+0)
2 (−4)
12 (+1)
5 (−3)
Senses darkvision 60 ft., passive Perception 10
Senses passive Perception 11
Languages
Languages
Challenge 1/8 (25 XP)
Challenge 1/2 (100 XP)
Keen Smell. The rat has advantage on Wisdom (Perception)
Charge. If the sea horse moves at least 20 feet straight toward
checks that rely on smell.
a target and then hits it with a ram attack on the same turn,
the target takes an extra 7 (2d6) bludgeoning damage. If the
Pack Tactics. The rat has advantage on an attack roll against a
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
saving throw or be knocked prone.
creature and the ally isn’t incapacitated.
Water Breathing. The sea horse can breathe only underwater.
Actions
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) piercing damage.
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) bludgeoning damage.
Giant sea horses are often used as mounts by aquatic
Giant Scorpion
humanoids.
Large beast, unaligned
Armor Class 15 (natural armor)
Giant Shark
Hit Points 52 (7d10 + 14)
Huge beast, unaligned
Speed 40 ft.
Armor Class 13 (natural armor)
STR
DEX
CON
INT
WIS
CHA
Hit Points 126 (11d12 + 55)
15 (+2)
13 (+1)
15 (+2)
1 (−5)
9 (−1)
3 (−4)
Speed 0 ft., swim 50 ft.
Senses blindsight 60 ft., passive Perception 9
STR
DEX
CON
INT
WIS
CHA
Languages
23 (+6)
11 (+0)
21 (+5)
1 (−5)
10 (+0)
5 (−3)
Challenge 3 (700 XP)
Skills Perception +3
Senses blindsight 60 ft., passive Perception 13
Actions
Languages
Multiattack. The scorpion makes three attacks: two with its
Challenge 5 (1,800 XP)
claws and one with its sting.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Blood Frenzy. The shark has advantage on melee attack rolls
Hit: 6 (1d8 + 2) bludgeoning damage, and the target is
against any creature that doesn’t have all its hit points.
grappled (escape DC 12). The scorpion has two claws, each of
Water Breathing. The shark can breathe only underwater.
which can grapple only one target.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Actions
creature. Hit: 7 (1d10 + 2) piercing damage, and the target
Bite. Melee Weapon Attack: +9 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
damage on a successful one.
A giant shark is 30 feet long and normally found in
deep oceans.
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Amphibious. The toad can breathe air and water.
Giant Spider
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 14 (natural armor)
Hit Points 26 (4d10 + 4)
Actions
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
damage, and the target is grappled (escape DC 13). Until this
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.
Skills Stealth +7
Senses blindsight 10 ft., darkvision 60 ft., passive
Swallow. The toad makes one bite attack against a Medium
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
and other effects outside the toad, and it takes 10 (3d6) acid
damage at the start of each of the toad’s turns. The toad can
Spider Climb. The spider can climb difficult surfaces,
have only one target swallowed at a time.
including upside down on ceilings, without needing to make
If the toad dies, a swallowed creature is no longer
an ability check.
restrained by it and can escape from the corpse using 5 feet
Web Sense. While in contact with a web, the spider knows
of movement, exiting prone.
the exact location of any other creature in contact with
the same web.
Web Walker. The spider ignores movement restrictions
Giant Vulture
caused by webbing.
Large beast, neutral evil
Actions
Armor Class 10
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit Points 22 (3d10 + 6)
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
damage on a failed save, or half as much damage on a
STR
DEX
CON
INT
WIS
CHA
successful one. If the poison damage reduces the target to 0
15 (+2)
10 (+0)
15 (+2)
6 (−2)
12 (+1)
7 (−2)
hit points, the target is stable but poisoned for 1 hour, even
after regaining hit points, and is paralyzed while poisoned
Skills Perception +3
in this way.
Senses passive Perception 13
Languages understands Common but can’t speak
Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit,
Challenge 1 (200 XP)
range 30/60 ft., one creature. Hit: The target is restrained
by webbing. As an action, the restrained target can make a
DC 12 Strength check, bursting the webbing on a success.
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.
5; vulnerability to fire damage; immunity to bludgeoning,
Pack Tactics. The vulture has advantage on an attack roll
poison, and psychic damage).
against a creature if at least one of the vulture’s allies is within
5 feet of the creature and the ally isn’t incapacitated.
Actions
Giant Toad
Multiattack. The vulture makes two attacks: one with its beak
Large beast, unaligned
and one with its talons.
Armor Class 11
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit Points 39 (6d10 + 6)
Hit: 7 (2d4 + 2) piercing damage.
Speed 20 ft., swim 40 ft.
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
STR
DEX
CON
INT
WIS
CHA
Hit: 9 (2d6 + 2) slashing damage.
15 (+2)
13 (+1)
13 (+1)
2 (−4)
10 (+0)
3 (−4)
A giant vulture has advanced intelligence and a malev-
Senses darkvision 30 ft., passive Perception 10
olent bent.
Languages
Challenge 1 (200 XP)
Chapter 12: Monsters
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Languages
Giant Wasp
Challenge 1/4 (50 XP)
Medium beast, unaligned
Armor Class 12
Spider Climb. The spider can climb difficult surfaces,
Hit Points 13 (3d8)
including upside down on ceilings, without needing to make
Speed 10 ft., fly 50 ft.
an ability check.
Web Sense. While in contact with a web, the spider knows
STR
DEX
CON
INT
WIS
CHA
the exact location of any other creature in contact with
10 (+0)
14 (+2)
10 (+0)
1 (−5)
10 (+0)
3 (−4)
the same web.
Senses passive Perception 10
Web Walker. The spider ignores movement restrictions
Languages
caused by webbing.
Challenge 1/2 (100 XP)
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Actions
Hit: 4 (1d6 + 1) piercing damage, and the target must make
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one
a DC 11 Constitution saving throw, taking 7 (2d6) poison
creature. Hit: 5 (1d6 + 2) piercing damage, and the target
damage on a failed save, or half as much damage on a
must make a DC 11 Constitution saving throw, taking 10
successful one. If the poison damage reduces the target to 0
(3d6) poison damage on a failed save, or half as much
hit points, the target is stable but poisoned for 1 hour, even
damage on a successful one. If the poison damage reduces
after regaining hit points, and is paralyzed while poisoned
the target to 0 hit points, the target is stable but poisoned for
in this way.
1 hour, even after regaining hit points, and is paralyzed while
poisoned in this way.
Giant wolf spiders hunt prey across open ground or hide
in burrows or crevices to attack from ambush.
Giant Weasel
Medium beast, unaligned
Gnoll
Medium humanoid (gnoll), chaotic evil
Armor Class 13
Hit Points 9 (2d8)
Armor Class 15 (hide armor, shield)
Speed 40 ft.
Hit Points 22 (5d8)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
11 (+0)
16 (+3)
10 (+0)
4 (−3)
12 (+1)
5 (−3)
STR
DEX
CON
INT
WIS
CHA
14 (+2)
12 (+1)
11 (+0)
6 (−2)
10 (+0)
7 (−2)
Skills Perception +3, Stealth +5
Senses darkvision 60 ft., passive Perception 13
Senses darkvision 60 ft., passive Perception 10
Languages
Languages Gnoll
Challenge 1/8 (25 XP)
Challenge 1/2 (100 XP)
Keen Hearing and Smell. The weasel has advantage on
Rampage. When the gnoll reduces a creature to 0 hit points
Wisdom (Perception) checks that rely on hearing or smell.
with a melee attack on its turn, the gnoll can take a bonus
action to move up to half its speed and make a bite attack.
Actions
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) piercing damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 4 (1d4 + 2) piercing damage.
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5
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
Medium beast, unaligned
hands to make a melee attack.
Armor Class 13
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft.,
Hit Points 11 (2d8 + 2)
one target. Hit: 5 (1d8 + 1) piercing damage.
Speed 40 ft., climb 40 ft.
Gnolls are feral, hyena-headed humanoids that attack
STR
DEX
CON
INT
WIS
CHA
without warning, slaughtering their victims and devour-
12 (+1)
16 (+3)
13 (+1)
3 (−4)
12 (+1)
4 (−3)
ing their flesh.
Skills Perception +3, Stealth +7
Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 13
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Goat
Grick
Medium beast, unaligned
Medium monstrosity, neutral
Armor Class 10
Armor Class 14 (natural armor)
Hit Points 4 (1d8)
Hit Points 27 (6d8)
Speed 40 ft.
Speed 30 ft., climb 30 ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
12 (+1)
10 (+0)
11 (+0)
2 (−4)
10 (+0)
5 (−3)
14 (+2)
14 (+2)
11 (+0)
3 (−4)
14 (+2)
5 (−3)
Senses passive Perception 10
Damage Resistances bludgeoning, piercing, and slashing
Languages
from nonmagical attacks
Challenge 0 (10 XP)
Senses darkvision 60 ft., passive Perception 12
Languages
Challenge 2 (450 XP)
Charge. If the goat moves at least 20 feet straight toward a
target and then hits it with a ram attack on the same turn,
the target takes an extra 2 (1d4) bludgeoning damage. If the
Stone Camouflage. The grick has advantage on Dexterity
target is a creature, it must succeed on a DC 10 Strength
(Stealth) checks made to hide in rocky terrain.
saving throw or be knocked prone.
Actions
Sure-Footed. The goat has advantage on Strength and
Multiattack. The grick makes one attack with its tentacles. If
Dexterity saving throws made against effects that would
that attack hits, the grick can make one beak attack against
knock it prone.
the same target.
Actions
Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one
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.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.
This wormlike monstrosity blends in with the rock of the
Goblin
Small humanoid (goblinoid), neutral evil
caverns it haunts. When prey comes near, its barbed ten-
tacles unfurl to reveal its hungry, snapping beak.
Armor Class 15 (leather armor, shield)
Hit Points 7 (2d6)
Speed 30 ft.
Griffon
Large monstrosity, unaligned
STR
DEX
CON
INT
WIS
CHA
8 (−1)
14 (+2)
10 (+0)
10 (+0)
8 (−1)
8 (−1)
Armor Class 12
Hit Points 59 (7d10 + 21)
Skills Stealth +6
Speed 30 ft., fly 80 ft.
Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
STR
DEX
CON
INT
WIS
CHA
Challenge 1/4 (50 XP)
18 (+4)
15 (+2)
16 (+3)
2 (−4)
13 (+1)
8 (−1)
Skills Perception +5
Nimble Escape. The goblin can take the Disengage or Hide
Senses darkvision 60 ft., passive Perception 15
action as a bonus action on each of its turns.
Languages
Challenge 2 (450 XP)
Actions
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
(Perception) checks that rely on sight.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft.,
one target. Hit: 5 (1d6 + 2) piercing damage.
Actions
Multiattack. The griffon makes two attacks: one with its beak
Goblins are small, black-hearted humanoids that lair in
and one with its claws.
despoiled dungeons and other dismal settings. Individu-
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
ally weak, they gather in large numbers to torment other
Hit: 8 (1d8 + 4) piercing damage.
creatures.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.
A griffon is an avian carnivore with the muscular body of
a lion and the head, forelegs, and wings of an eagle.
Chapter 12: Monsters
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Harpy
Hawk
Medium monstrosity, chaotic evil
Tiny beast, unaligned
Armor Class 11
Armor Class 13
Hit Points 38 (7d8 + 7)
Hit Points 1 (1d4 − 1)
Speed 20 ft., fly 40 ft.
Speed 10 ft., fly 60 ft.
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)
Senses passive Perception 10
Skills Perception +4
Languages Common
Senses passive Perception 14
Challenge 1 (200 XP)
Languages
Challenge 0 (10 XP)
Actions
Keen Sight. The hawk has advantage on Wisdom (Perception)
Multiattack. The harpy makes two attacks: one with its claws
checks that rely on sight.
and one with its club.
Actions
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 6 (2d4 + 1) slashing damage.
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1 slashing damage.
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 3 (1d4 + 1) bludgeoning damage.
Luring Song. The harpy sings a magical melody. Every
humanoid and giant within 300 feet of the harpy that can hear
Hell Hound
the song must succeed on a DC 11 Wisdom saving throw
Medium fiend, lawful evil
or be charmed until the song ends. The harpy must take a
bonus action on its subsequent turns to continue singing. It
Armor Class 15 (natural armor)
can stop singing at any time. The song ends if the harpy is
Hit Points 45 (7d8 + 14)
incapacitated.
Speed 50 ft.
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
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
to get within 5 feet. It doesn’t avoid opportunity attacks, but
Skills Perception +5
before moving into damaging terrain, such as lava or a pit,
Damage Immunities fire
and whenever it takes damage from a source other than the
Senses darkvision 60 ft., passive Perception 15
Languages understands Infernal but can’t speak it
harpy, a target can repeat the saving throw. A charmed target
Challenge 3 (700 XP)
can also repeat the saving throw at the end of each of its
turns. If the saving throw is successful, the effect ends on it.
A target that successfully saves is immune to this harpy’s
Keen Hearing and Smell. The hound has advantage on
song for the next 24 hours.
Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The hound has advantage on an attack roll
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
ture with the torso, arms, and head of a human female.
5 feet of the creature and the ally isn’t incapacitated.
Its sweet song has lured countless adventurers to
their deaths.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage.
Fire Breath (Recharge 5-6). The hound exhales fire in a
15-foot cone. Each creature in that area must make a DC
12 Dexterity saving throw, taking 21 (6d6) fire damage on a
failed save, or half as much damage on a successful one.
Fire-breathing fiends that take the form of powerful dogs,
hell hounds commonly serve evil creatures that use them
as guard animals and companions.
Chapter 12: Monsters
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Hill Giant
Hobgoblin
Huge giant, chaotic evil
Medium humanoid (goblinoid), lawful evil
Armor Class 13 (natural armor)
Armor Class 18 (chain mail, shield)
Hit Points 105 (10d12 + 40)
Hit Points 11 (2d8 + 2)
Speed 40 ft.
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
21 (+5)
8 (−1)
19 (+4)
5 (−3)
9 (−1)
6 (−2)
13 (+1)
12 (+1)
12 (+1)
10 (+0)
10 (+0)
9 (−1)
Skills Perception +2
Senses darkvision 60 ft., passive Perception 10
Senses passive Perception 12
Languages Common, Goblin
Languages Giant
Challenge 1/2 (100 XP)
Challenge 5 (1,800 XP)
Martial Advantage. Once per turn, the hobgoblin can deal
an extra 7 (2d6) damage to a creature it hits with a weapon
Actions
attack if that creature is within 5 feet of an ally of the
Multiattack. The giant makes two greatclub attacks.
hobgoblin that isn’t incapacitated.
Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Actions
target. Hit: 18 (3d8 + 5) bludgeoning damage.
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one
target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1)
target. Hit: 21 (3d10 + 5) bludgeoning damage.
slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft.,
Hill giants are selfish, dimwitted brutes that hunt and
one target. Hit: 5 (1d8 + 1) piercing damage.
raid in constant search of food. Their skins are tan from
lives spent beneath the sun, and their weapons are up-
rooted trees and rocks pulled from the earth.
Hobgoblins are large goblinoids with dark orange or
red-orange skin. A hobgoblin measures virtue by physical
strength and martial prowess, caring about nothing ex-
Hippogriff
cept skill and cunning in battle.
Large monstrosity, unaligned
Armor Class 11
Hunter Shark
Hit Points 19 (3d10 + 3)
Large beast, unaligned
Speed 40 ft., fly 60 ft.
Armor Class 12 (natural armor)
STR
DEX
CON
INT
WIS
CHA
Hit Points 45 (6d10 + 12)
17 (+3)
13 (+1)
13 (+1)
2 (−4)
12 (+1)
8 (−1)
Speed 0 ft., swim 40 ft.
Skills Perception +5
STR
DEX
CON
INT
WIS
CHA
Senses passive Perception 15
18 (+4)
13 (+1)
15 (+2)
1 (−5)
10 (+0)
4 (−3)
Languages
Challenge 1 (200 XP)
Skills Perception +2
Senses blindsight 30 ft., passive Perception 12
Keen Sight. The hippogriff has advantage on Wisdom
Languages
(Perception) checks that rely on sight.
Challenge 2 (450 XP)
Actions
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.
beak and one with its claws.
Water Breathing. The shark can breathe only underwater.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
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.
Hit: 10 (2d6 + 3) slashing damage.
Hit: 13 (2d8 + 4) piercing damage.
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.
Chapter 12: Monsters
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Hydra
Hyena
Huge monstrosity, unaligned
Medium beast, unaligned
Armor Class 15 (natural armor)
Armor Class 11
Hit Points 172 (15d12 + 75)
Hit Points 5 (1d8 + 1)
Speed 30 ft., swim 30 ft.
Speed 50 ft.
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)
Skills Perception +6
Skills Perception +3
Senses darkvision 60 ft., passive Perception 16
Senses passive Perception 13
Languages
Languages
Challenge 8 (3,900 XP)
Challenge 0 (10 XP)
Hold Breath. The hydra can hold its breath for 1 hour.
Pack Tactics. The hyena has advantage on an attack roll
against a creature if at least one of the hyena’s allies is within
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
against being blinded, charmed, deafened, frightened,
Actions
stunned, and knocked unconscious.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Whenever the hydra takes 25 or more damage in a single
Hit: 3 (1d6) piercing damage.
turn, one of its heads dies. If all its heads die, the hydra dies.
At the end of its turn, it grows two heads for each of its
heads that died since its last turn, unless it has taken fire
damage since its last turn. The hydra regains 10 hit points for
each head regrown in this way.
Jackal
Small beast, unaligned
Reactive Heads. For each head the hydra has beyond
Armor Class 12
one, it gets an extra reaction that can be used only for
Hit Points 3 (1d6)
opportunity attacks.
Speed 40 ft.
Wakeful. While the hydra sleeps, at least one of its
heads is awake.
STR
DEX
CON
INT
WIS
CHA
8 (−1)
15 (+2)
11 (+0)
3 (−4)
12 (+1)
6 (−2)
Actions
Skills Perception +3
Multiattack. The hydra makes as many bite attacks as
Senses passive Perception 13
it has heads.
Languages
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Challenge 0 (10 XP)
Hit: 10 (1d10 + 5) piercing damage.
Keen Hearing and Smell. The jackal has advantage on
The hydra is a reptilian horror with a crocodilian body
Wisdom (Perception) checks that rely on hearing or smell.
and multiple heads on long, serpentine necks. Although
Pack Tactics. The jackal has advantage on an attack roll
its heads can be severed, the hydra magically regrows
against a creature if at least one of the jackal’s allies is within
them in short order.
5 feet of the creature and the ally isn’t incapacitated.
Actions
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
Hit: 1 (1d4 - 1) piercing damage.
Chapter 12: Monsters
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Killer Whale
Lion
Huge beast, unaligned
Large beast, unaligned
Armor Class 12 (natural armor)
Armor Class 12
Hit Points 90 (12d12 + 12)
Hit Points 26 (4d10 + 4)
Speed 0 ft., swim 60 ft.
Speed 50 ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
19 (+4)
10 (+0)
13 (+1)
3 (−4)
12 (+1)
7 (−2)
17 (+3)
15 (+2)
13 (+1)
3 (−4)
12 (+1)
8 (−1)
Skills Perception +3
Skills Perception +3, Stealth +6
Senses blindsight 120 ft., passive Perception 13
Senses passive Perception 13
Languages
Languages
Challenge 3 (700 XP)
Challenge 1 (200 XP)
Echolocation. The whale can’t use its blindsight
Keen Smell. The lion has advantage on Wisdom (Perception)
while deafened.
checks that rely on smell.
Hold Breath. The whale can hold its breath for 30 minutes.
Pack Tactics. The lion has advantage on an attack roll against
a creature if at least one of the lion’s allies is within 5 feet of
Keen Hearing. The whale has advantage on Wisdom
the creature and the ally isn’t incapacitated.
(Perception) checks that rely on hearing.
Pounce. If the lion moves at least 20 feet straight toward a
Actions
creature and then hits it with a claw attack on the same turn,
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
that target must succeed on a DC 13 Strength saving throw
Hit: 21 (5d6 + 4) piercing damage.
or be knocked prone. If the target is prone, the lion can make
one bite attack against it as a bonus action.
Running Leap. With a 10-foot running start, the lion can long
jump up to 25 feet.
Kobold
Small humanoid (kobold), lawful evil
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Armor Class 12
Hit: 7 (1d8 + 3) piercing damage.
Hit Points 5 (2d6 − 2)
Speed 30 ft.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage.
STR
DEX
CON
INT
WIS
CHA
7 (−2)
15 (+2)
9 (−1)
8 (−1)
7 (−2)
8 (−1)
Senses darkvision 60 ft., passive Perception 8
Lizard
Languages Common, Draconic
Tiny beast, unaligned
Challenge 1/8 (25 XP)
Armor Class 10
Sunlight Sensitivity. While in sunlight, the kobold has
Hit Points 2 (1d4)
disadvantage on attack rolls, as well as on Wisdom
Speed 20 ft., climb 20 ft.
(Perception) checks that rely on sight.
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)
against a creature if at least one of the kobold’s allies is within
5 feet of the creature and the ally isn’t incapacitated.
Senses darkvision 30 ft., passive Perception 9
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.
Chapter 12: Monsters
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Actions
Lizardfolk
Medium humanoid (lizardfolk), neutral
Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one
target. Hit: 25 (4d8 + 7) piercing damage.
Armor Class 15 (natural armor, shield)
Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Hit Points 22 (4d8 + 4)
prone creature. Hit: 29 (4d10 + 7) bludgeoning damage.
Speed 30 ft., swim 30 ft.
STR
DEX
CON
INT
WIS
CHA
A mammoth is an elephantine creature with thick fur and
15 (+2)
10 (+0)
13 (+1)
7 (−2)
12 (+1)
7 (−2)
long tusks.
Skills Perception +3, Stealth +4, Survival +5
Senses passive Perception 13
Manticore
Languages Draconic
Large monstrosity, lawful evil
Challenge 1/2 (100 XP)
Armor Class 14 (natural armor)
Hold Breath. The lizardfolk can hold its breath for 15 minutes.
Hit Points 68 (8d10 + 24)
Speed 30 ft., fly 50 ft.
Actions
Multiattack. The lizardfolk makes two melee attacks, each
STR
DEX
CON
INT
WIS
CHA
17 (+3)
16 (+3)
17 (+3)
7 (−2)
12 (+1)
8 (−1)
one with a different weapon.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Senses darkvision 60 ft., passive Perception 11
Hit: 5 (1d6 + 2) piercing damage.
Languages Common
Challenge 3 (700 XP)
Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) bludgeoning damage.
Tail Spike Regrowth. The manticore has twenty-four tail
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach
spikes. Used spikes regrow when the manticore finishes
5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2)
a long rest.
piercing damage.
Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Actions
target. Hit: 5 (1d6 + 2) piercing damage.
Multiattack. The manticore makes three attacks: one with its
bite and two with its claws or three with its tail spikes.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Lizardfolk are primitive reptilian humanoids that lurk in
Hit: 7 (1d8 + 3) piercing damage.
swamps and jungles. Fiercely territorial, they kill when it
is expedient and do whatever it takes to survive.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage.
Tail Spike. Ranged Weapon Attack: +5 to hit, range 100/200
Mammoth
ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Huge beast, unaligned
Armor Class 13 (natural armor)
A manticore has a vaguely humanoid head, the body of
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-
sive range.
STR
DEX
CON
INT
WIS
CHA
24 (+7)
9 (−1)
21 (+5)
3 (−4)
11 (+0)
6 (−2)
Senses passive Perception 10
Languages
Challenge 6 (2,300 XP)
Trampling Charge. If the mammoth moves at least 20 feet
straight toward a creature and then hits it with a gore attack
on the same turn, that target must succeed on a DC 18
Strength saving throw or be knocked prone. If the target is
prone, the mammoth can make one stomp attack against it
as a bonus action.
Chapter 12: Monsters
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Actions
Mastiff
Medium beast, unaligned
Multiattack. The medusa makes either three melee attacks—
one with its snake hair and two with its shortsword—or two
Armor Class 12
ranged attacks with its longbow.
Hit Points 5 (1d8 + 1)
Snake Hair. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Speed 40 ft.
creature. Hit: 4 (1d4 + 2) piercing damage plus 14 (4d6)
poison damage.
STR
DEX
CON
INT
WIS
CHA
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
Senses passive Perception 13
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600
Languages
ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6)
Challenge 1/8 (25 XP)
poison damage.
Keen Hearing and Smell. The mastiff has advantage on
A victim of a terrible curse, the serpent-haired medusa
Wisdom (Perception) checks that rely on hearing or smell.
petrifies all those who gaze upon it, turning creatures
into stone monuments to its corruption.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
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
knocked prone.
Armor Class 11
Hit Points 11 (2d8 + 2)
Mastiffs are impressive hounds prized by humanoids for
Speed 10 ft., swim 40 ft.
their loyalty and keen senses.
STR
DEX
CON
INT
WIS
CHA
10 (+0)
13 (+1)
12 (+1)
11 (+0)
11 (+0)
12 (+1)
Medusa
Medium monstrosity, lawful evil
Skills Perception +2
Senses passive Perception 12
Armor Class 15 (natural armor)
Languages Aquan, Common
Hit Points 127 (17d8 + 51)
Challenge 1/8 (25 XP)
Speed 30 ft.
Amphibious. The merfolk can breathe air and water.
STR
DEX
CON
INT
WIS
CHA
10 (+0)
15 (+2)
16 (+3)
12 (+1)
13 (+1)
15 (+2)
Actions
Skills Deception +5, Insight +4, Perception +4, Stealth +5
Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft.
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
Challenge 6 (2,300 XP)
melee attack.
Petrifying Gaze. When a creature that can see the medusa’s
Merfolk are aquatic humanoids with the lower body of a
eyes starts its turn within 30 feet of the medusa, the medusa
fish. They live in small tribes beneath the waves.
can force it to make a DC 14 Constitution saving throw if
the medusa isn’t incapacitated and can see the creature. If
the saving throw fails by 5 or more, the creature is instantly
petrified. Otherwise, a creature that fails the save begins to
turn to stone and is restrained. The restrained creature must
repeat the saving throw at the end of its next turn, becoming
petrified on a failure or ending the effect on a success. The
petrification lasts until the creature is freed by the greater
restoration spell or other magic.
Unless surprised, a creature can avert its eyes to avoid the
saving throw at the start of its turn. If the creature does so, it
can’t see the medusa until the start of its next turn, when it
can avert its eyes again. If the creature looks at the medusa in
the meantime, it must immediately make the save.
If the medusa sees itself reflected on a polished surface
within 30 feet of it and in an area of bright light, the medusa
is, due to its curse, affected by its own gaze.
Chapter 12: Monsters
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Actions
Minotaur
Large monstrosity, chaotic evil
Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) bludgeoning damage.
Armor Class 14 (natural armor)
Hit Points 76 (9d10 + 27)
Speed 40 ft.
Mummy
STR
DEX
CON
INT
WIS
CHA
Medium undead, lawful evil
18 (+4)
11 (+0)
16 (+3)
6 (−2)
16 (+3)
9 (−1)
Armor Class 11 (natural armor)
Skills Perception +7
Hit Points 58 (9d8 + 18)
Senses darkvision 60 ft., passive Perception 17
Speed 20 ft.
Languages Abyssal
Challenge 3 (700 XP)
STR
DEX
CON
INT
WIS
CHA
16 (+3)
8 (−1)
15 (+2)
6 (−2)
10 (+0)
12 (+1)
Charge. If the minotaur moves at least 10 feet straight toward
a target and then hits it with a gore attack on the same turn,
Saving Throws Wis +2
the target takes an extra 9 (2d8) piercing damage. If the target
Damage Vulnerabilities fire
is a creature, it must succeed on a DC 14 Strength saving
Damage Resistances bludgeoning, piercing, and slashing
from nonmagical attacks
throw or be pushed up to 10 feet away and knocked prone.
Damage Immunities necrotic, poison
Labyrinthine Recall. The minotaur can perfectly recall any
Condition Immunities charmed, exhaustion, frightened,
path it has traveled.
paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 10
Reckless. At the start of its turn, the minotaur can gain
Languages the languages it knew in life
advantage on all melee weapon attack rolls it makes during
Challenge 3 (700 XP)
that turn, but attack rolls against it have advantage until the
start of its next turn.
Actions
Actions
Multiattack. The mummy can use its Dreadful Glare and
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one
makes one attack with its rotting fist.
target. Hit: 17 (2d12 + 4) slashing damage.
Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6)
Hit: 13 (2d8 + 4) piercing damage.
necrotic damage. If the target is a creature, it must succeed
on a DC 12 Constitution saving throw or be cursed with
mummy rot. The cursed target can’t regain hit points, and
Their fur stained with the blood of fallen foes, minotaurs
its hit point maximum decreases by 10 (3d6) for every 24
are massive, bull-headed humanoids whose roar is a sav-
hours that elapse. If the curse reduces the target’s hit point
age battle cry that all civilized creatures fear.
maximum to 0, the target dies, and its body turns to dust.
The curse lasts until removed by the remove curse spell or
other magic.
Mule
Medium beast, unaligned
Dreadful Glare. The mummy targets one creature it can see
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
Hit Points 11 (2d8 + 2)
or become frightened until the end of the mummy’s next
Speed 40 ft.
turn. If the target fails the saving throw by 5 or more, it is
also paralyzed for the same duration. A target that succeeds
STR
DEX
CON
INT
WIS
CHA
on the saving throw is immune to the Dreadful Glare of all
14 (+2)
10 (+0)
13 (+1)
2 (−4)
10 (+0)
5 (−3)
mummies (but not mummy lords) for the next 24 hours.
Senses passive Perception 10
Raised by dark funerary rituals and still wrapped in the
Languages
shrouds of death, mummies shamble out from lost tem-
Challenge 1/8 (25 XP)
ples and tombs to slay any who disturb their rest.
Beast of Burden. The mule is considered to be a Large animal
for the purpose of determining its carrying capacity.
Sure-Footed. The mule has advantage on Strength and
Dexterity saving throws made against effects that would
knock it prone.
Chapter 12: Monsters
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Spider Climb. The jelly can climb difficult surfaces, including
Nothic
upside down on ceilings, without needing to make an
Medium aberration, neutral evil
ability check.
Armor Class 15 (natural armor)
Actions
Hit Points 45 (6d8 + 18)
Speed 30 ft.
Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6)
STR
DEX
CON
INT
WIS
CHA
acid damage.
14 (+2)
16 (+3)
16 (+3)
13 (+1)
10 (+0)
8 (−1)
Reactions
Skills Arcana +3, Insight +4, Perception +2, Stealth +5
Split. When a jelly that is Medium or larger is subjected to
Senses truesight 120 ft., passive Perception 12
lightning or slashing damage, it splits into two new jellies if it
Languages Undercommon
has at least 10 hit points. Each new jelly has hit points equal
Challenge 2 (450 XP)
to half the original jelly’s, rounded down. New jellies are one
size smaller than the original jelly.
Keen Sight. The nothic has advantage on Wisdom
(Perception) checks that rely on sight.
An ochre jelly is a yellowish ooze that can slide under
doors and through narrow cracks in pursuit of creatures
Actions
to devour.
Multiattack. The nothic makes two claw attacks.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Octopus
Hit: 6 (1d6 + 3) slashing damage.
Small beast, unaligned
Rotting Gaze. The nothic targets one creature it can see
within 30 feet of it. The target must succeed on a DC 12
Armor Class 12
Constitution saving throw against this magic or take 10 (3d6)
Hit Points 3 (1d6)
necrotic damage.
Speed 5 ft., swim 30 ft.
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)
(Deception) check against the nothic’s Wisdom (Insight)
check. If the nothic wins, it magically learns one fact or secret
Skills Perception +2, Stealth +4
about the target. The target automatically wins if it is immune
Senses darkvision 30 ft., passive Perception 12
to being charmed.
Languages
Challenge 0 (10 XP)
A nothic is a monstrous creature with terrible talons and
a single great eye. When driven to violence, it uses its
Hold Breath. While out of water, the octopus can hold its
horrific gaze to rot the flesh from its enemies’ bones.
breath for 30 minutes.
Underwater Camouflage. The octopus has advantage on
Dexterity (Stealth) checks made while underwater.
Ochre Jelly
Large ooze, unaligned
Water Breathing. The octopus can breathe only underwater.
Armor Class 8
Actions
Hit Points 45 (6d10 + 12)
Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Speed 10 ft., climb 10 ft.
target. Hit: 1 bludgeoning damage, and the target is grappled
(escape DC 10). Until this grapple ends, the octopus can’t
STR
DEX
CON
INT
WIS
CHA
use its tentacles on another target.
15 (+2)
6 (−2)
14 (+2)
2 (−4)
6 (−2)
1 (−5)
Ink Cloud (Recharges after a Short or Long Rest). A 5-foot-
Damage Resistances acid
radius cloud of ink extends all around the octopus if it is
Damage Immunities lightning, slashing
underwater. The area is heavily obscured for 1 minute,
Condition Immunities blinded, charmed, deafened,
although a significant current can disperse the ink. After
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.
passive Perception 8
Languages
Challenge 2 (450 XP)
Amorphous. The jelly can move through a space as narrow as
1 inch wide without squeezing.
Chapter 12: Monsters
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Ogre
Owl
Large giant, chaotic evil
Tiny beast, unaligned
Armor Class 11 (hide armor)
Armor Class 11
Hit Points 59 (7d10 + 21)
Hit Points 1 (1d4 − 1)
Speed 40 ft.
Speed 5 ft., fly 60 ft.
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)
Senses darkvision 60 ft., passive Perception 8
Skills Perception +3, Stealth +3
Languages Common, Giant
Senses darkvision 120 ft., passive Perception 13
Challenge 2 (450 XP)
Languages
Challenge 0 (10 XP)
Actions
Flyby. The owl doesn’t provoke opportunity attacks when it
Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one
flies out of an enemy’s reach.
target. Hit: 13 (2d8 + 4) bludgeoning damage.
Keen Hearing and Sight. The owl has advantage on Wisdom
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach
(Perception) checks that rely on hearing or sight.
5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4)
piercing damage.
Actions
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
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
frustrated tantrum until it runs out of objects or crea-
tures to smash.
Owlbear
Large monstrosity, unaligned
Orc
Medium humanoid (orc), chaotic evil
Armor Class 13 (natural armor)
Hit Points 59 (7d10 + 21)
Armor Class 13 (hide armor)
Speed 40 ft.
Hit Points 15 (2d8 + 6)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
20 (+5)
12 (+1)
17 (+3)
3 (−4)
12 (+1)
7 (−2)
STR
DEX
CON
INT
WIS
CHA
16 (+3)
12 (+1)
16 (+3)
7 (−2)
11 (+0)
10 (+0)
Skills Perception +3
Senses darkvision 60 ft., passive Perception 13
Skills Intimidation +2
Languages
Senses darkvision 60 ft., passive Perception 10
Challenge 3 (700 XP)
Languages Common, Orc
Challenge 1/2 (100 XP)
Keen Sight and Smell. The owlbear has advantage on Wisdom
(Perception) checks that rely on sight or smell.
Aggressive. As a bonus action, the orc can move up to its
speed toward a hostile creature that it can see.
Actions
Multiattack. The owlbear makes two attacks: one with its
Actions
beak and one with its claws.
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.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach
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)
Hit: 14 (2d8 + 5) slashing damage.
piercing damage.
A monstrous cross between giant owl and bear, an owl-
Orcs are savage humanoids with stooped postures,
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.
Chapter 12: Monsters
147

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Panther
Phase Spider
Medium beast, unaligned
Large monstrosity, unaligned
Armor Class 12
Armor Class 13 (natural armor)
Hit Points 13 (3d8)
Hit Points 32 (5d10 + 5)
Speed 50 ft., climb 40 ft.
Speed 30 ft., climb 30 ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
14 (+2)
15 (+2)
10 (+0)
3 (−4)
14 (+2)
7 (−2)
15 (+2)
15 (+2)
12 (+1)
6 (−2)
10 (+0)
6 (−2)
Skills Perception +4, Stealth +6
Skills Stealth +6
Senses passive Perception 14
Senses darkvision 60 ft., passive Perception 10
Languages
Languages
Challenge 1/4 (50 XP)
Challenge 3 (700 XP)
Keen Smell. The panther has advantage on Wisdom
Ethereal Jaunt. As a bonus action, the spider can magically
(Perception) checks that rely on smell.
shift from the Material Plane to the Ethereal Plane,
or vice versa.
Pounce. If the panther moves at least 20 feet straight toward a
creature and then hits it with a claw attack on the same turn,
Spider Climb. The spider can climb difficult surfaces,
that target must succeed on a DC 12 Strength saving throw
including upside down on ceilings, without needing to make
or be knocked prone. If the target is prone, the panther can
an ability check.
make one bite attack against it as a bonus action.
Web Walker. The spider ignores movement restrictions
caused by webbing.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Actions
Hit: 5 (1d6 + 2) piercing damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (1d10 + 2) piercing damage, and the target must make
Hit: 4 (1d4 + 2) slashing damage.
a DC 11 Constitution saving throw, taking 18 (4d8) poison
damage on a failed save, or half as much damage on a
successful one. If the poison damage reduces the target to 0
hit points, the target is stable but poisoned for 1 hour, even
after regaining hit points, and is paralyzed while poisoned
Pegasus
in this way.
Large celestial, chaotic good
Armor Class 12
A phase spider possesses the magical ability to phase in
Hit Points 59 (7d10 + 21)
and out of the Ethereal Plane. It seems to appear out of
Speed 60 ft., fly 90 ft.
nowhere and quickly vanishes after attacking.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
15 (+2)
16 (+3)
10 (+0)
15 (+2)
13 (+1)
Saving Throws Dex +4, Wis +4, Cha +3
Skills Perception +6
Senses passive Perception 16
Languages understands Celestial, Common, Elvish, and
Sylvan but can’t speak
Challenge 2 (450 XP)
Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) bludgeoning damage.
The white winged horses known as pegasi soar through
the skies, a vision of grace and majesty.
Chapter 12: Monsters
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Plesiosaurus
Polar Bear
Large beast, unaligned
Large beast, unaligned
Armor Class 13 (natural armor)
Armor Class 12 (natural armor)
Hit Points 68 (8d10 + 24)
Hit Points 42 (5d10 + 15)
Speed 20 ft., swim 40 ft.
Speed 40 ft., swim 30 ft.
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)
Skills Perception +3, Stealth +4
Skills Perception +3
Senses passive Perception 13
Senses passive Perception 13
Languages
Languages
Challenge 2 (450 XP)
Challenge 2 (450 XP)
Hold Breath. The plesiosaurus can hold its breath for 1 hour.
Keen Smell. The bear has advantage on Wisdom (Perception)
checks that rely on smell.
Actions
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 14 (3d6 + 4) piercing damage.
Multiattack. The bear makes two attacks: one with its bite
and one with its claws.
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.
flexible neck lets it twist in any direction to deliver a pow-
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
erful bite.
Hit: 12 (2d6 + 5) slashing damage.
Poisonous Snake
Tiny beast, unaligned
Pony
Medium beast, unaligned
Armor Class 13
Hit Points 2 (1d4)
Armor Class 10
Speed 30 ft., swim 30 ft.
Hit Points 11 (2d8 + 2)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
2 (−4)
16 (+3)
11 (+0)
1 (−5)
10 (+0)
3 (−4)
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
Languages
Senses passive Perception 10
Challenge 1/8 (25 XP)
Languages
Challenge 1/8 (25 XP)
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
Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Constitution saving throw, taking 5 (2d4) poison damage on a
target. Hit: 7 (2d4 + 2) bludgeoning damage.
failed save, or half as much damage on a successful one.
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Pteranodon
Rat
Medium beast, unaligned
Tiny beast, unaligned
Armor Class 13 (natural armor)
Armor Class 10
Hit Points 13 (3d8)
Hit Points 1 (1d4 − 1)
Speed 10 ft., fly 60 ft.
Speed 20 ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
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 +1
Senses darkvision 30 ft., passive Perception 10
Senses passive Perception 11
Languages
Languages
Challenge 0 (10 XP)
Challenge 1/4 (50 XP)
Keen Smell. The rat has advantage on Wisdom (Perception)
Flyby. The pteranodon doesn’t provoke an opportunity attack
checks that rely on smell.
when it flies out of an enemy’s reach.
Actions
Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 1 piercing damage.
Hit: 6 (2d4 + 1) piercing damage.
These flying reptilian cousins to the dinosaurs have no
teeth, instead using their sharp beaks to stab prey too
Raven
Tiny beast, unaligned
large to swallow with one gulp.
Armor Class 12
Hit Points 1 (1d4 − 1)
Quipper
Speed 10 ft., fly 50 ft.
Tiny beast, unaligned
STR
DEX
CON
INT
WIS
CHA
Armor Class 13
2 (−4)
14 (+2)
8 (−1)
2 (−4)
12 (+1)
6 (−2)
Hit Points 1 (1d4 − 1)
Speed 0 ft., swim 40 ft.
Skills Perception +3
Senses passive Perception 13
STR
DEX
CON
INT
WIS
CHA
Languages
2 (−4)
16 (+3)
9 (−1)
1 (−5)
7 (−2)
2 (−4)
Challenge 0 (10 XP)
Senses darkvision 60 ft., passive Perception 8
Languages
Mimicry. The raven can mimic simple sounds it has heard,
Challenge 0 (10 XP)
such as a person whispering, a baby crying, or an animal
chittering. A creature that hears the sounds can tell they are
imitations with a successful DC 10 Wisdom (Insight) check.
Blood Frenzy. The quipper has advantage on melee attack
rolls against any creature that doesn’t have all its hit points.
Actions
Water Breathing. The quipper can breathe only underwater.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 1 piercing 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.
Chapter 12: Monsters
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Reef Shark
Riding Horse
Medium beast, unaligned
Large beast, unaligned
Armor Class 12 (natural armor)
Armor Class 10
Hit Points 22 (4d8 + 4)
Hit Points 13 (2d10 + 2)
Speed 0 ft., swim 40 ft.
Speed 60 ft.
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)
Skills Perception +2
Senses passive Perception 10
Senses blindsight 30 ft., passive Perception 12
Languages
Languages
Challenge 1/4 (50 XP)
Challenge 1/2 (100 XP)
Actions
Pack Tactics. The shark has advantage on an attack roll
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one
against a creature if at least one of the shark’s allies is within
target. Hit: 8 (2d4 + 3) bludgeoning damage.
5 feet of the creature and the ally isn’t incapacitated.
Water Breathing. The shark can breathe only underwater.
Actions
Saber-Toothed Tiger
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Large beast, unaligned
Hit: 6 (1d8 + 2) piercing damage.
Armor Class 12
Hit Points 52 (7d10 + 14)
Reef sharks measure 6 to 10 feet long, and inhabit shal-
Speed 40 ft.
low waters and coral reefs.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
14 (+2)
15 (+2)
3 (−4)
12 (+1)
8 (−1)
Rhinoceros
Large beast, unaligned
Skills Perception +3, Stealth +6
Senses passive Perception 13
Armor Class 11 (natural armor)
Languages
Hit Points 45 (6d10 + 12)
Challenge 2 (450 XP)
Speed 40 ft.
Keen Smell. The tiger has advantage on Wisdom (Perception)
STR
DEX
CON
INT
WIS
CHA
21 (+5)
8 (−1)
15 (+2)
2 (−4)
12 (+1)
6 (−2)
checks that rely on smell.
Pounce. If the tiger moves at least 20 feet straight toward a
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
Challenge 2 (450 XP)
be knocked prone. If the target is prone, the tiger can make
one bite attack against it as a bonus action.
Charge. If the rhinoceros moves at least 20 feet straight
toward a target and then hits it with a gore attack on the same
Actions
turn, the target takes an extra 9 (2d8) bludgeoning damage. If
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
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.
Hit: 12 (2d6 + 5) slashing damage.
Actions
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) bludgeoning damage.
Chapter 12: Monsters
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Satyr
Sea Horse
Medium fey, chaotic neutral
Tiny beast, unaligned
Armor Class 14 (leather armor)
Armor Class 11
Hit Points 31 (7d8)
Hit Points 1 (1d4 − 1)
Speed 40 ft.
Speed 0 ft., swim 20 ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
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, Performance +6, Stealth +5
Senses passive Perception 10
Senses passive Perception 12
Languages
Languages Common, Elvish, Sylvan
Challenge 0 (0 XP)
Challenge 1/2 (100 XP)
Water Breathing. The sea horse can breathe only underwater.
Magic Resistance. The satyr has advantage on saving throws
against spells and other magical effects.
Actions
Skeleton
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Medium undead, lawful evil
Hit: 6 (2d4 + 1) bludgeoning damage.
Armor Class 13 (armor scraps)
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Hit Points 13 (2d8 + 4)
target. Hit: 6 (1d6 + 3) piercing damage.
Speed 30 ft.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft.,
one target. Hit: 6 (1d6 + 3) piercing damage.
STR
DEX
CON
INT
WIS
CHA
10 (+0)
14 (+2)
15 (+2)
6 (−2)
8 (−1)
5 (−3)
Satyrs are raucous fey that resemble stout male humans
Damage Vulnerabilities bludgeoning
with the furry lower bodies and cloven hooves of goats.
Damage Immunities poison
They frolic in wild forests, driven by curiosity and hedo-
Condition Immunities exhaustion, poisoned
nism in equal measure.
Senses darkvision 60 ft., passive Perception 9
Languages understands all languages it knew in life
but can’t speak
Challenge 1/4 (50 XP)
Scorpion
Tiny beast, unaligned
Actions
Armor Class 11 (natural armor)
Hit Points 1 (1d4 − 1)
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Speed 10 ft.
target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft.,
STR
DEX
CON
INT
WIS
CHA
one target. Hit: 5 (1d6 + 2) piercing damage.
2 (−4)
11 (+0)
8 (−1)
1 (−5)
8 (−1)
2 (−4)
Senses blindsight 10 ft., passive Perception 9
Languages
Challenge 0 (10 XP)
Actions
Sting. Melee Weapon Attack: +2 to hit, reach 5 ft., one
creature. Hit: 1 piercing damage, and the target must make
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
Medium aberration, lawful neutral
Tiny beast, unaligned
Armor Class 14 (natural armor)
Armor Class 12
Hit Points 39 (6d8 + 12)
Hit Points 1 (1d4 − 1)
Speed 0 ft., fly 30 ft. (hover)
Speed 20 ft., climb 20 ft.
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)
Skills Perception +6
Skills Stealth +4
Condition Immunities prone
Senses darkvision 30 ft., passive Perception 10
Senses darkvision 120 ft., passive Perception 16
Languages
Languages Deep Speech, Undercommon, telepathy 120 ft.
Challenge 0 (10 XP)
Challenge 3 (700 XP)
Spider Climb. The spider can climb difficult surfaces,
including upside down on ceilings, without needing to make
Actions
an ability check.
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
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
Eye Rays. The spectator shoots up to two of the following
the same web.
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
caused by webbing.
1. Confusion Ray. The target must succeed on a DC 13
Wisdom saving throw, or it can’t take reactions until the end
Actions
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
Hit: 1 piercing damage, and the target must succeed on a DC
randomly determined creature within range. If the target can’t
9 Constitution saving throw or take 2 (1d4) poison damage.
attack, it does nothing on its turn.
2. Paralyzing Ray. The target must succeed on a DC 13
Constitution saving throw or be paralyzed for 1 minute. The
target can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
Stirge
3. Fear Ray. The target must succeed on a DC 13 Wisdom
Tiny beast, unaligned
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)
Hit Points 2 (1d4)
disadvantage if the spectator is visible to the target, ending
Speed 10 ft., fly 40 ft.
the effect on itself on a success.
4. Wounding Ray. The target must make a DC 13
Constitution saving throw, taking 16 (3d10) necrotic damage
STR
DEX
CON
INT
WIS
CHA 4
(−3)16 (+3) 11 (+0)
2 (−4)
8 (−1)
6 (−2)
on a failed save, or half as much damage on a successful one.
Create Food and Water. The spectator magically creates
Senses darkvision 60 ft., passive Perception 9
enough food and water to sustain itself for 24 hours.
Languages
Challenge 1/8 (25 XP)
Reactions
Spell Reflection. If the spectator makes a successful saving
Actions
throw against a spell, or a spell attack misses it, the spectator
can choose another creature (including the spellcaster) it can
Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one
see within 30 feet of it. The spell targets the chosen creature
creature. Hit: 5 (1d4 + 3) piercing damage, and the stirge
instead of the spectator. If the spell forced a saving throw,
attaches to the target. While attached, the stirge doesn’t
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.
The stirge can detach itself by spending 5 feet of its
movement. It does so after it drains 10 hit points of blood
A spectator is a lesser type of beholder—a foul and deadly
from the target or the target dies. A creature, including the
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
shoot forth deadly rays.
This horrid monster looks like a cross between a large
bat and an oversized mosquito. Its legs end in sharp pin-
cers, and its long, needle-like proboscis slashes the air as
it seeks to feed on the blood of living creatures.
Chapter 12: Monsters
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Stone Golem
Swarm of Bats
Large construct, unaligned
Medium swarm of Tiny beasts, unaligned
Armor Class 17 (natural armor)
Armor Class 12
Hit Points 178 (17d10 + 85)
Hit Points 22 (5d8)
Speed 30 ft.
Speed 0 ft., fly 30 ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
22 (+6)
9 (−1)
20 (+5)
3 (−4)
11 (+0)
1 (−5)
5 (−3)
15 (+2)
10 (+0)
2 (−4)
12 (+1)
4 (−3)
Damage Immunities poison, psychic; bludgeoning, piercing,
Damage Resistances bludgeoning, piercing, slashing
and slashing from nonmagical attacks not made with
Condition Immunities charmed, frightened, grappled,
adamantine weapons
paralyzed, petrified, prone, restrained, stunned
Condition Immunities charmed, exhaustion, frightened,
Senses blindsight 60 ft., passive Perception 11
paralyzed, petrified, poisoned
Languages
Senses darkvision 120 ft., passive Perception 10
Challenge 1/4 (50 XP)
Languages understands the languages of its creator
but can’t speak
Echolocation. The swarm can’t use its blindsight
Challenge 10 (5,900 XP)
while deafened.
Keen Hearing. The swarm has advantage on Wisdom
Immutable Form. The golem is immune to any spell or effect
(Perception) checks that rely on hearing.
that would alter its form.
Swarm. The swarm can occupy another creature’s space and
Magic Resistance. The golem has advantage on saving throws
vice versa, and the swarm can move through any opening
against spells and other magical effects.
large enough for a Tiny bat. The swarm can’t regain hit points
Magic Weapons. The golem’s weapon attacks are magical.
or gain temporary hit points.
Actions
Actions
Multiattack. The golem makes two slam attacks.
Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one
creature in the swarm’s space. Hit: 5 (2d4) piercing damage,
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
Hit: 19 (3d8 + 6) bludgeoning damage.
points or fewer.
Slow (Recharge 5-6). The golem targets one or more
creatures it can see within 10 feet of it. Each target must
make a DC 17 Wisdom saving throw against this magic.
On a failed save, a target can’t use reactions, its speed is
Swarm of Insects
halved, and it can’t make more than one attack on its turn.
Medium swarm of Tiny beasts, unaligned
In addition, the target can take either an action or a bonus
action on its turn, not both. These effects last for 1 minute.
Armor Class 12 (natural armor)
A target can repeat the saving throw at the end of each of its
Hit Points 22 (5d8)
turns, ending the effect on itself on a success.
Speed 20 ft., climb 20 ft.
Stone golems are magical constructs cut and chiseled
STR
DEX
CON
INT
WIS
CHA
3 (−4)
13 (+1)
10 (+0)
1 (−5)
7 (−2)
1 (−5)
from stone to appear as tall, impressive statues. Like
other golems, they are nearly impervious to spells and
Damage Resistances bludgeoning, piercing, slashing
ordinary weapons.
Condition Immunities charmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stunned
Senses blindsight 10 ft., passive Perception 8
Languages
Challenge 1/2 (100 XP)
Swarm. The swarm can occupy another creature’s space and
vice versa, and the swarm can move through any opening
large enough for a Tiny insect. The swarm can’t regain hit
points or gain temporary hit points.
Actions
Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target
in the swarm’s space. Hit: 10 (4d4) piercing damage, or
5 (2d4) piercing damage if the swarm has half of its hit
points or fewer.
Chapter 12: Monsters
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Swarm of Poisonous Snakes
Swarm of Rats
Medium swarm of Tiny beasts, unaligned
Medium swarm of Tiny beasts, unaligned
Armor Class 10
Armor Class 14
Hit Points 24 (7d8 − 7)
Hit Points 36 (8d8)
Speed 30 ft.
Speed 30 ft., swim 30 ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
9 (−1)
11 (+0)
9 (−1)
2 (−4)
10 (+0)
3 (−4)
8 (−1)
18 (+4)
11 (+0)
1 (−5)
10 (+0)
3 (−4)
Damage Resistances bludgeoning, piercing, slashing
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled,
Condition Immunities charmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stunned
paralyzed, petrified, prone, restrained, stunned
Senses darkvision 30 ft., passive Perception 10
Senses blindsight 10 ft., passive Perception 10
Languages
Languages
Challenge 1/4 (50 XP)
Challenge 2 (450 XP)
Keen Smell. The swarm has advantage on Wisdom
Swarm. The swarm can occupy another creature’s space and
(Perception) checks that rely on smell.
vice versa, and the swarm can move through any opening
large enough for a Tiny snake. The swarm can’t regain hit
Swarm. The swarm can occupy another creature’s space and
points or gain temporary hit points.
vice versa, and the swarm can move through any opening
large enough for a Tiny rat. The swarm can’t regain hit points
Actions
or gain temporary hit points.
Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature
Actions
in the swarm’s space. Hit: 7 (2d6) piercing damage, or 3
(1d6) piercing damage if the swarm has half of its hit points
Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one
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
as much damage on a successful one.
points or fewer.
Swarm of Quippers
Swarm of Ravens
Medium swarm of Tiny beasts, unaligned
Medium swarm of Tiny beasts, unaligned
Armor Class 13
Armor Class 12
Hit Points 28 (8d8 − 8)
Hit Points 24 (7d8 − 7)
Speed 0 ft., swim 40 ft.
Speed 10 ft., fly 50 ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
13 (+1)
16 (+3)
9 (−1)
1 (−5)
7 (−2)
2 (−4)
6 (−2)
14 (+2)
8 (−1)
3 (−4)
12 (+1)
6 (−2)
Damage Resistances bludgeoning, piercing, slashing
Skills Perception +5
Condition Immunities charmed, frightened, grappled,
Damage Resistances bludgeoning, piercing, slashing
paralyzed, petrified, prone, restrained, stunned
Condition Immunities charmed, frightened, grappled,
Senses darkvision 60 ft., passive Perception 8
paralyzed, petrified, prone, restrained, stunned
Languages
Senses passive Perception 15
Challenge 1 (200 XP)
Languages
Challenge 1/4 (50 XP)
Blood Frenzy. The swarm has advantage on melee attack rolls
against any creature that doesn’t have all its hit points.
Swarm. The swarm can occupy another creature’s space and
vice versa, and the swarm can move through any opening
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.
large enough for a Tiny quipper. The swarm can’t regain hit
points or gain temporary hit points.
Actions
Water Breathing. The swarm can breathe only underwater.
Beaks. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target in the swarm’s space. Hit: 7 (2d6) piercing 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.
Chapter 12: Monsters
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One of the most aggressive of the herbivorous dinosaurs,
a triceratops possesses great horns and formidable
Tiger
Large beast, unaligned
speed, which it uses to gore and trample would-be preda-
tors to death.
Armor Class 12
Hit Points 37 (5d10 + 10)
Speed 40 ft.
Troll
Large giant, chaotic evil
STR
DEX
CON
INT
WIS
CHA
17 (+3)
15 (+2)
14 (+2)
3 (−4)
12 (+1)
8 (−1)
Armor Class 15 (natural armor)
Hit Points 84 (8d10 + 40)
Skills Perception +3, Stealth +6
Speed 30 ft.
Senses darkvision 60 ft., passive Perception 13
Languages
STR
DEX
CON
INT
WIS
CHA
Challenge 1 (200 XP)
18 (+4)
13 (+1)
20 (+5)
7 (−2)
9 (−1)
7 (−2)
Skills Perception +2
Keen Smell. The tiger has advantage on Wisdom (Perception)
Senses darkvision 60 ft., passive Perception 12
checks that rely on smell.
Languages Giant
Pounce. If the tiger moves at least 20 feet straight toward a
Challenge 5 (1,800 XP)
creature and then hits it with a claw attack on the same turn,
that target must succeed on a DC 13 Strength saving throw or
Keen Smell. The troll has advantage on Wisdom (Perception)
be knocked prone. If the target is prone, the tiger can make
checks that rely on smell.
one bite attack against it as a bonus action.
Regeneration. The troll regains 10 hit points at the start of its
Actions
turn. If the troll takes acid or fire damage, this trait doesn’t
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
Hit: 8 (1d10 + 3) piercing damage.
if it starts its turn with 0 hit points and doesn’t regenerate.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Actions
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.
Hit: 7 (1d6 + 4) piercing damage.
Triceratops
Huge beast, unaligned
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.
Armor Class 13 (natural armor)
Hit Points 95 (10d12 + 30)
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
regenerative properties of a troll’s flesh.
22 (+6)
9 (−1)
17 (+3)
2 (−4)
11 (+0)
5 (−3)
Senses passive Perception 10
Languages
Challenge 5 (1,800 XP)
Trampling Charge. If the triceratops moves at least 20 feet
straight toward a creature and then hits it with a gore attack
on the same turn, that target must succeed on a DC 13
Strength saving throw or be knocked prone. If the target is
prone, the triceratops can make one stomp attack against it
as a bonus action.
Actions
Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 24 (4d8 + 6) piercing damage.
Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone
creature. Hit: 22 (3d10 + 6) bludgeoning damage
Chapter 12: Monsters
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This enormous predatory dinosaur terrorizes all other
creatures in its territory. It chases anything it thinks it
Twig Blight
Small plant, neutral evil
can eat, and there are few creatures it won’t try to de-
vour whole.
Armor Class 13 (natural armor)
Hit Points 4 (1d6 + 1)
Speed 20 ft.
Vulture
Medium beast, unaligned
STR
DEX
CON
INT
WIS
CHA
6 (−2)
13 (+1)
12 (+1)
4 (−3)
8 (−1)
3 (−4)
Armor Class 10
Hit Points 5 (1d8 + 1)
Skills Stealth +3
Speed 10 ft., fly 50 ft.
Damage Vulnerabilities fire
Condition Immunities blinded, deafened
STR
DEX
CON
INT
WIS
CHA
Senses blindsight 60 ft. (blind beyond this radius),
7 (−2)
10 (+0)
13 (+1)
2 (−4)
12 (+1)
4 (−3)
passive Perception 9
Languages understands Common but can’t speak
Skills Perception +3
Challenge 1/8 (25 XP)
Senses passive Perception 13
Languages
Challenge 0 (10 XP)
False Appearance. While the blight remains motionless, it is
indistinguishable from a dead shrub.
Keen Sight and Smell. The vulture has advantage on Wisdom
Actions
(Perception) checks that rely on sight or smell.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Pack Tactics. The vulture has advantage on an attack roll
Hit: 3 (1d4 + 1) piercing damage.
against a creature if at least one of the vulture’s allies is within
5 feet of the creature and the ally isn’t incapacitated.
A twig blight is an awakened plant that resembles a
woody shrub that can pull its roots free of the ground. Its
Actions
branches twist together to form a humanoid-looking body
Beak. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
with a head and limbs.
Hit: 2 (1d4) piercing damage.
Tyrannosaurus Rex
Huge beast, unaligned
Warhorse
Large beast, unaligned
Armor Class 13 (natural armor)
Hit Points 136 (13d12 + 52)
Armor Class 11
Speed 50 ft.
Hit Points 19 (3d10 + 3)
Speed 60 ft.
STR
DEX
CON
INT
WIS
CHA
25 (+7)
10 (+0)
19 (+4)
2 (−4)
12 (+1)
9 (−1)
STR
DEX
CON
INT
WIS
CHA
18 (+4)
12 (+1)
13 (+1)
2 (−4)
12 (+1)
7 (−2)
Skills Perception +4
Senses passive Perception 14
Senses passive Perception 11
Languages
Languages
Challenge 8 (3,900 XP)
Challenge 1/2 (100 XP)
Actions
Trampling Charge. If the horse moves at least 20 feet straight
toward a creature and then hits it with a hooves attack on
Multiattack. The tyrannosaurus makes two attacks: one
the same turn, that target must succeed on a DC 14 Strength
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.
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.
Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium
or smaller creature, it is grappled (escape DC 17). Until this
Actions
grapple ends, the target is restrained, and the tyrannosaurus
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one
can’t bite another target.
target. Hit: 11 (2d6 + 4) bludgeoning damage.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 20 (3d8 + 7) bludgeoning damage.
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Skills Perception +3, Stealth +5
Water Elemental
Senses passive Perception 13
Large elemental, neutral
Languages
Challenge 0 (10 XP)
Armor Class 14 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 30 ft., swim 90 ft.
Keen Hearing and Smell. The weasel has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
14 (+2)
18 (+4)
5 (−3)
10 (+0)
8 (−1)
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Damage Resistances acid; bludgeoning, piercing, and
Hit: 1 piercing damage.
slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious
Werewolf
Senses darkvision 60 ft., passive Perception 10
Medium humanoid (human, shapechanger), chaotic evil
Languages Aquan
Challenge 5 (1,800 XP)
Armor Class 11 in humanoid form, 12 (natural armor) in wolf
or hybrid form
Water Form. The elemental can enter a hostile creature’s
Hit Points 58 (9d8 + 18)
space and stop there. It can move through a space as narrow
Speed 30 ft. (40 ft. in wolf form)
as 1 inch wide without squeezing.
STR
DEX
CON
INT
WIS
CHA
Freeze. If the elemental takes cold damage, it partially freezes;
15 (+2)
13 (+1)
14 (+2)
10 (+0)
11 (+0)
10 (+0)
its speed is reduced by 20 feet until the end of its next turn.
Skills Perception +4, Stealth +3
Actions
Damage Immunities bludgeoning, piercing, and slashing from
Multiattack. The elemental makes two slam attacks.
nonmagical attacks not made with silvered weapons
Senses passive Perception 14
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
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
space must make a DC 15 Strength saving throw. On a failure,
Shapechanger. The werewolf can use its action to polymorph
a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large
into a wolf-humanoid hybrid or into a wolf, or back into its
or smaller, it is al so grappled (escape DC 14). Until this
true form, which is humanoid. Its statistics, other than its
grapple ends, the target is restrained and unable to breathe
AC, are the same in each form. Any equipment it is wearing or
unless it can breathe water. If the saving throw is successful,
carrying isn’t transformed. It reverts to its true form if it dies.
the target is pushed out of the elemental’s space.
The elemental can grapple one Large creature or up to
Keen Hearing and Smell. The werewolf has advantage on
two Medium or smaller creatures at one time. At the start of
Wisdom (Perception) checks that rely on hearing or smell.
each of the elemental’s turns, each target grappled by it takes
13 (2d8 + 4) bludgeoning damage. As an action, a creature
Actions
within 5 feet of the elemental can pull a creature or an object
Multiattack (Humanoid or Hybrid Form Only). The werewolf
out of it by succeeding on a DC 14 Strength check.
makes two attacks: two with its spear (humanoid form) or
one with its bite and one with its claws (hybrid form).
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack:
Beings native to the Elemental Plane of Water and sum-
+4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing
moned to the world, water elementals resemble cresting
damage. If the target is a humanoid, it must succeed on a
waves that roll across the ground. A water elemental en-
DC 12 Constitution saving throw or be cursed with werewolf
gulfs any creatures that stand against it.
lycanthropy.
Claws (Hybrid Form Only). Melee Weapon Attack: +4 to hit,
Weasel
reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.
Tiny beast, unaligned
Spear (Humanoid Form Only). Melee or Ranged Weapon
Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature.
Armor Class 13
Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing
Hit Points 1 (1d4 − 1)
damage if used with two hands to make a melee attack.
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
A werewolf is a savage predator that can appear as a hu-
3 (−4)
16 (+3)
8 (−1)
2 (−4)
12 (+1)
3 (−4)
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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Skills Perception +5, Stealth +3
Wight
Damage Immunities cold
Medium undead, neutral evil
Senses passive Perception 15
Languages Common, Giant, Winter Wolf
Armor Class 14 (studded leather)
Challenge 3 (700 XP)
Hit Points 45 (6d8 + 18)
Speed 30 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.
15 (+2)
14 (+2)
16 (+3)
10 (+0)
13 (+1)
15 (+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
the creature and the ally isn’t incapacitated.
Damage Resistances necrotic; bludgeoning, piercing,
and slashing from nonmagical attacks not made with
Snow Camouflage. The wolf has advantage on Dexterity
silvered weapons
(Stealth) checks made to hide in snowy terrain.
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Actions
Senses darkvision 60 ft., passive Perception 13
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Languages the languages it knew in life
Hit: 11 (2d6 + 4) piercing damage. If the target is a creature,
Challenge 3 (700 XP)
it must succeed on a DC 14 Strength saving throw or be
knocked prone.
Sunlight Sensitivity. While in sunlight, the wight has
Cold Breath (Recharge 5-6). The wolf exhales a blast of
disadvantage on attack rolls, as well as on Wisdom
freezing wind in a 15-foot cone. Each creature in that area
(Perception) checks that rely on sight.
must make a DC 12 Dexterity saving throw, taking 18 (4d8)
Actions
cold damage on a failed save, or half as much damage on a
successful one.
Multiattack. The wight makes two longsword attacks or
two longbow attacks. It can use its Life Drain in place of one
longsword attack.
Arctic-dwelling winter wolves are evil and intelligent
creatures with snow-white fur and pale blue eyes.
Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one creature. Hit: 5 (1d6 + 2) necrotic damage. The target
must succeed on a DC 13 Constitution saving throw or its
Wolf
hit point maximum is reduced by an amount equal to the
Medium beast, unaligned
damage taken. This reduction lasts until the target finishes
a long rest. The target dies if this effect reduces its hit point
Armor Class 13 (natural armor)
maximum to 0.
Hit Points 11 (2d8 + 2)
A humanoid slain by this attack rises 24 hours later as a
Speed 40 ft.
zombie under the wight’s control, unless the humanoid is
restored to life or its body is destroyed. The wight can have
STR
DEX
CON
INT
WIS
CHA
no more than twelve zombies under its control at one time.
12 (+1)
15 (+2)
12 (+1)
3 (−4)
12 (+1)
6 (−2)
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2)
Skills Perception +3, Stealth +4
slashing damage if used with two hands.
Senses passive Perception 13
Languages
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft.,
Challenge 1/4 (50 XP)
one target. Hit: 6 (1d8 + 2) piercing damage.
Keen Hearing and Smell. The wolf has advantage on Wisdom
Wights are intelligent undead humanoids that resemble
(Perception) checks that rely on hearing or smell.
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
a creature if at least one of the wolf’s allies is within 5 feet of
the creature and the ally isn’t incapacitated.
Winter Wolf
Actions
Large monstrosity, neutral evil
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d4 + 2) piercing damage. If the target is a creature,
Armor Class 13 (natural armor)
Hit Points 75 (10d10 + 20)
it must succeed on a DC 11 Strength saving throw or be
Speed 50 ft.
knocked prone.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
13 (+1)
14 (+2)
7 (−2)
12 (+1)
8 (−1)
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Worg
Yeti
Large monstrosity, neutral evil
Large monstrosity, chaotic evil
Armor Class 13 (natural armor)
Armor Class 12 (natural armor)
Hit Points 26 (4d10 + 4)
Hit Points 51 (6d10 + 18)
Speed 50 ft.
Speed 40 ft., climb 40 ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
16 (+3)
13 (+1)
13 (+1)
7 (−2)
11 (+0)
8 (−1)
18 (+4)
13 (+1)
16 (+3)
8 (−1)
12 (+1)
7 (−2)
Skills Perception +4
Skills Perception +3, Stealth +3
Senses darkvision 60 ft., passive Perception 14
Damage Immunities cold
Languages Goblin, Worg
Senses darkvision 60 ft., passive Perception 13
Challenge 1/2 (100 XP)
Languages Yeti
Challenge 3 (700 XP)
Keen Hearing and Smell. The worg has advantage on Wisdom
(Perception) checks that rely on hearing or smell.
Fear of Fire. If the yeti takes fire damage, it has disadvantage
on attack rolls and ability checks until the end of its next turn.
Actions
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.
Hit: 10 (2d6 + 3) piercing damage. If the target is a creature,
it must succeed on a DC 13 Strength saving throw or be
Snow Camouflage. The yeti has advantage on Dexterity
knocked prone.
(Stealth) checks made to hide in snowy terrain.
Actions
A worg is a monstrous wolf-like predator that delights in
Multiattack. The yeti can use its Chilling Gaze and makes two
hunting and devouring creatures weaker than itself.
claw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Wyvern
Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) cold damage.
Large dragon, unaligned
Chilling Gaze. The yeti targets one creature it can see within
30 feet of it. If the target can see the yeti, the target must
Armor Class 13 (natural armor)
succeed on a DC 13 Constitution saving throw against this
Hit Points 110 (13d10 + 39)
magic or take 10 (3d6) cold damage and then be paralyzed
Speed 20 ft., fly 80 ft.
for 1 minute, unless it is immune to cold damage. The target
can repeat the saving throw at the end of each of its turns,
STR
DEX
CON
INT
WIS
CHA
ending the effect on itself on a success. If the target’s saving
19 (+4)
10 (+0)
16 (+3)
5 (−3)
12 (+1)
6 (−2)
throw is successful, or if the effect ends on it, the target is
immune to the Chilling Gaze of all yetis (but not abominable
Skills Perception +4
yetis) for 1 hour.
Senses darkvision 60 ft., passive Perception 14
Languages
Challenge 6 (2,300 XP)
Yeti are hulking monstrosities that stalk alpine peaks in
a ceaseless hunt for food. Their snow-white fur lets them
move like ghosts against the frozen landscape.
Actions
Multiattack. The wyvern makes two attacks: one with its bite
and one with its stinger. While flying, it can use its claws in
place of one other attack.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one
creature. Hit: 11 (2d6 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) slashing damage.
Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one
creature. Hit: 11 (2d6 + 4) piercing damage. The target must
make a DC 15 Constitution saving throw, taking 24 (7d6)
poison damage on a failed save, or half as much damage on a
successful one.
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
Large dragon, lawful evil
Medium undead, neutral evil
Armor Class 18 (natural armor)
Armor Class 8
Hit Points 136 (16d10 + 48)
Hit Points 22 (3d8 + 9)
Speed 40 ft., fly 80 ft., swim 40 ft.
Speed 20 ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
19 (+4)
12 (+1)
17 (+3)
16 (+3)
13 (+1)
15 (+2)
13 (+1)
6 (−2)
16 (+3)
3 (−4)
6 (−2)
5 (−3)
Saving Throws Dex +4, Con +6, Wis +4, Cha +5
Saving Throws Wis +0
Skills Deception +5, Perception +7, Stealth +4
Damage Immunities poison
Damage Immunities poison
Condition Immunities poisoned
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Senses blindsight 30 ft., darkvision 120 ft., passive
Languages understands the languages it knew in life
Perception 17
but can’t speak
Languages Common, Draconic
Challenge 1/4 (50 XP)
Challenge 8 (3,900 XP)
Undead Fortitude. If damage reduces the zombie to 0 hit
Amphibious. The dragon can breathe air and water.
points, it must make a Constitution saving throw with a DC
of 5 + the damage taken, unless the damage is radiant or
Actions
from a critical hit. On a success, the zombie drops to 1 hit
Multiattack. The dragon makes three attacks: one with its
point instead.
bite and two with its claws.
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6)
Hit: 4 (1d6 + 1) bludgeoning damage.
poison damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.
Undead zombies move with a jerky, uneven gait. They are
clad in the moldering apparel they wore when put to rest,
Poison Breath (Recharge 5-6). The dragon exhales poisonous
and carry the stench of decay.
gas in a 30-foot cone. Each creature in that area must make
a DC 14 Constitution saving throw, taking 42 (12d6) poison
damage on a failed save, or half as much damage on a
successful one.
The most cunning and treacherous of true dragons,
green dragons use misdirection and trickery to get the
upper hand against their enemies. A green dragon is
recognized by the crest that begins near its eyes and
continues down its spine, reaching full height just behind
the skull.
Chapter 12: Monsters
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Nonplayer Characters
This section contains statistics for various humanoid
Acolytes are junior members of a clergy, usually answer-
nonplayer characters (NPCs) that adventurers might en-
able to a priest. They perform a variety of functions in
counter during a D&D campaign. These stat blocks can
a temple and are granted minor spellcasting power by
be used to represent both human and nonhuman NPCs.
their deities.
Customizing NPCs
There are many easy ways to customize the NPCs in this
Bandit
Medium humanoid (any race), any non-lawful alignment
appendix for your home campaign.
Racial Traits. You can add racial traits to an NPC.
Armor Class 12 (leather armor)
For example, a halfling priest might have a speed of 25
Hit Points 11 (2d8 + 2)
feet and the Lucky trait. Adding racial traits to an NPC
Speed 30 ft.
doesn’t alter its challenge rating. For more on racial
traits, see chapter 2 of this document.
STR
DEX
CON
INT
WIS
CHA
Spell Swaps. One way to customize an NPC spell-
11 (+0)
12 (+1)
12 (+1)
10 (+0)
10 (+0)
10 (+0)
caster is to replace one or more of its spells. You can
substitute any spell on the NPC’s spell list with a dif-
Senses passive Perception 10
ferent spell of the same level from the same spell list.
Languages any one language (usually Common)
Swapping spells in this manner doesn’t alter an NPC’s
Challenge 1/8 (25 XP)
challenge rating.
Armor and Weapon Swaps. You can upgrade or
Actions
downgrade an NPC’s armor, or add or switch weapons.
Adjustments to Armor Class and damage can change an
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one
NPC’s challenge rating.
target. Hit: 4 (1d6 + 1) slashing damage.
Magic Items. The more powerful an NPC, the more
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.
mage, for example, might have a magic staff or wand, as
well as one or more potions and scrolls. Giving an NPC
Bandits rove in gangs and are sometimes led by more
a potent damage-dealing magic item could alter its chal-
powerful NPCs, including spellcasters. Not all bandits
lenge rating.
are evil. Oppression, drought, disease, or famine can of-
A few magic items are described in chapter 14 of
ten drive otherwise honest folk to a life of banditry.
this document.
Berserker
Acolyte
Medium humanoid (any race), any chaotic alignment
Medium humanoid (any race), any alignment
Armor Class 13 (hide armor)
Armor Class 10
Hit Points 67 (9d8 + 27)
Hit Points 9 (2d8)
Speed 30 ft.
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
16 (+3)
12 (+1)
17 (+3)
9 (−1)
11 (+0)
9 (−1)
10 (+0)
10 (+0)
10 (+0)
10 (+0)
14 (+2)
11 (+0)
Senses passive Perception 10
Skills Medicine +4, Religion +2
Languages any one language (usually Common)
Senses passive Perception 12
Challenge 2 (450 XP)
Languages any one language (usually Common)
Challenge 1/4 (50 XP)
Reckless. At the start of its turn, the berserker can gain
advantage on all melee weapon attack rolls during that turn,
Spellcasting. The acolyte is a 1st-level spellcaster. Its
but attack rolls against it have advantage until the start of
spellcasting ability is Wisdom (spell save DC 12, +4 to
its next turn.
hit with spell attacks). The acolyte has following cleric
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
Hailing from uncivilized lands, unpredictable berserkers
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
come together in war parties and seek conflict wherever
Hit: 2 (1d4) bludgeoning damage.
they can find it.
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Skills Perception +2
Commoner
Senses passive Perception 12
Medium humanoid (any race), any alignment
Languages any one language (usually Common)
Challenge 1/8 (25 XP)
Armor Class 10
Hit Points 4 (1d8)
Speed 30 ft.
Actions
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
STR
DEX
CON
INT
WIS
CHA
range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage,
10 (+0)
10 (+0)
10 (+0)
10 (+0)
10 (+0)
10 (+0)
or 5 (1d8 + 1) piercing damage if used with two hands to
make a melee attack.
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 0 (10 XP)
Guards include members of a city watch, sentries in a cit-
adel or fortified town, and the bodyguards of merchants
and nobles.
Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) bludgeoning damage.
Knight
Medium humanoid (any race), any alignment
Commoners include peasants, serfs, slaves, servants, pil-
grims, merchants, artisans, and hermits.
Armor Class 18 (plate)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
Cultist
STR
DEX
CON
INT
WIS
CHA
Medium humanoid (any race), any non-good alignment
16 (+3)
11 (+0)
14 (+2)
11 (+0)
11 (+0)
15 (+2)
Armor Class 12 (leather armor)
Saving Throws Con +4, Wis +2
Hit Points 9 (2d8)
Senses passive Perception 10
Speed 30 ft.
Languages any one language (usually Common)
Challenge 3 (700 XP)
STR
DEX
CON
INT
WIS
CHA
11 (+0)
12 (+1)
10 (+0)
10 (+0)
11 (+0)
10 (+0)
Brave. The knight has advantage on saving throws against
Skills Deception +2, Religion +2
being frightened.
Senses passive Perception 10
Languages any one language (usually Common)
Actions
Challenge 1/8 (25 XP)
Multiattack. The knight makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Dark Devotion. The cultist has advantage on saving throws
target. Hit: 10 (2d6 + 3) slashing damage.
against being charmed or frightened.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range
Actions
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
creature. Hit: 4 (1d6 + 1) slashing damage.
minute, the knight can utter a special command or warning
whenever a nonhostile creature that it can see within 30 feet
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
a time. This effect ends if the knight is incapacitated.
Guard
Reactions
Medium humanoid (any race), any alignment
Parry. The knight adds 2 to its AC against one melee attack
that would hit it. To do so, the knight must see the attacker
Armor Class 16 (chain shirt, shield)
Hit Points 11 (2d8 + 2)
and be wielding a melee weapon.
Speed 30 ft.
Knights are warriors who pledge service to rulers, re-
STR
DEX
CON
INT
WIS
CHA
ligious orders, and noble causes. A knight’s alignment
13 (+1)
12 (+1)
12 (+1)
10 (+0)
11 (+0)
10 (+0)
determines the extent to which a pledge is honored.
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Spellcasting. The priest is a 5th-level spellcaster. Its
Mage
spellcasting ability is Wisdom (spell save DC 13, +5 to
Medium humanoid (any race), any alignment
hit with spell attacks). The priest has the following cleric
spells prepared:
Armor Class 12 (15 with mage armor)
Hit Points 40 (9d8)
Cantrips (at will): light, sacred flame, thaumaturgy
Speed 30 ft.
1st level (4 slots): cure wounds, guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual weapon
STR
DEX
CON
INT
WIS
CHA
3rd level (2 slots): dispel magic, spirit guardians
9 (−1)
14 (+2)
11 (+0)
17 (+3)
12 (+1)
11 (+0)
Actions
Saving Throws Int +6, Wis +4
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Skills Arcana +6, History +6
Hit: 3 (1d6) bludgeoning damage.
Senses passive Perception 11
Languages any four languages
Challenge 6 (2,300 XP)
Priests are the spiritual leaders of temples and shrines.
Spellcasting. The mage is a 9th-level spellcaster. Its
Thug
spellcasting ability is Intelligence (spell save DC 14, +6 to
Medium humanoid (any race), any non-good alignment
hit with spell attacks). The mage has the following wizard
spells prepared:
Armor Class 11 (leather armor)
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
Hit Points 32 (5d8 + 10)
1st level (4 slots): detect magic, mage armor, magic
Speed 30 ft.
missile, shield
2nd level (3 slots): misty step, suggestion
STR
DEX
CON
INT
WIS
CHA
3rd level (3 slots): counterspell, fireball, fly
15 (+2)
11 (+0)
14 (+2)
10 (+0)
10 (+0)
11 (+0)
4th level (3 slots): greater invisibility, ice storm
5th level (1 slot): cone of cold
Skills Intimidation +2
Senses passive Perception 10
Actions
Languages any one language (usually Common)
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
Challenge 1/2 (100 XP)
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2)
piercing damage.
Pack Tactics. The thug has advantage on an attack roll against
a creature if at least one of the thug’s allies is within 5 feet of
Mages spend their lives in the study and prac-
the creature and the ally isn’t incapacitated.
tice of magic.
Actions
Multiattack. The thug makes two melee attacks.
Priest
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Medium humanoid (any race), any alignment
creature. Hit: 5 (1d6 + 2) bludgeoning damage.
Armor Class 13 (chain shirt)
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range
Hit Points 27 (5d8 + 5)
100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Speed 25 ft.
Thugs are ruthless enforcers skilled at intimidation and
STR
DEX
CON
INT
WIS
CHA
violence. They work for money and have few scruples.
10 (+0)
10 (+0)
12 (+1)
13 (+1)
16 (+3)
13 (+1)
Skills Medicine +7, Persuasion +3, Religion +4
Senses passive Perception 13
Languages any two languages
Challenge 2 (450 XP)
Divine Eminence. As a bonus action, the priest can expend a
spell slot to cause its melee weapon attacks to magically deal
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
spell slot of 2nd level or higher, the extra damage increases by
1d6 for each level above 1st.
Chapter 12: Monsters
164

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Chapter 13: Building Combat Encounters
When creating a combat encounter, let your imag-
2. Determine the Party’s XP Threshold. For each
ination run wild and build something your players will
category of encounter difficulty, add up the characters’
enjoy. Once you have the details figured out, use this sec-
XP thresholds. This determines the party’s XP threshold.
tion to adjust the difficulty of the encounter.
You’ll end up with four totals, one for each category of en-
counter difficulty.
Combat Encounter Difficulty
For example, if your party includes three 3rd-level
characters and one 2nd-level character, the party’s
There are four categories of encounter difficulty.
totaled XP thresholds would be as follows:
Easy. An easy encounter doesn’t tax the characters’
resources or put them in serious peril. They might lose a
Easy: 275 XP (75 + 75 + 75 + 50)
few hit points, but victory is pretty much guaranteed.
Medium: 550 XP (150 + 150 + 150 + 100)
Medium. A medium encounter usually has one or two
Hard: 825 XP (225 + 225 + 225 + 150)
scary moments for the players, but the characters should
Deadly: 1,400 XP (400 + 400 + 400 + 200)
emerge victorious with no casualties. One or more of
them might need to use healing resources.
Record the totals, because you can use them for every
Hard. A hard encounter could go badly for the adven-
encounter in your adventure.
turers. Weaker characters might get taken out of the
3. Total the Monsters’ XP. Add up the XP for all of
fight, and there’s a slim chance that one or more charac-
the monsters in the encounter. Every monster has an XP
ters might die.
value in its stat block.
Deadly. A deadly encounter could be lethal for one or
4. Modify Total XP for Multiple Monsters. If the
more player characters. Survival often requires good tac-
encounter includes more than one monster, apply a
tics and quick thinking, and the party risks defeat.
multiplier to the monsters’ total XP. The more monsters
there are, the more attack rolls you’re making against the
XP Thresholds by Character Level
characters in a given round, and the more dangerous the
encounter becomes. To correctly gauge an encounter’s
————— Encounter Difficulty —————
Character
difficulty, multiply the total XP of all the monsters in
Level
Easy
Medium
Hard
Deadly
the encounter by the value given in the Encounter Multi-
1st
25
50
75
100
pliers table.
2nd
50
100
150
200
For example, if an encounter includes four monsters
3rd
75
150
225
400
worth a total of 500 XP, you would multiply the total XP
4th
125
250
375
500
of the monsters by 2, for an adjusted value of 1,000 XP.
5th
250
500
750
1,100
This adjusted value is not what the monsters are worth in
terms of XP; the adjusted value’s only purpose is to help
6th
300
600
900
1,400
you accurately assess the encounter’s difficulty.
7th
350
750
1,100
1,700
When making this calculation, don’t count any mon-
8th
450
900
1,400
2,100
sters whose challenge rating is significantly below the
9th
550
1,100
1,600
2,400
average challenge rating of the other monsters in the
10th
600
1,200
1,900
2,800
group unless you think the weak monsters significantly
11th
800
1,600
2,400
3,600
contribute to the difficulty of the encounter.
12th
1,000
2,000
3,000
4,500
13th
1,100
2,200
3,400
5,100
Encounter Multipliers
14th
1,250
2,500
3,800
5,700
Number of
Number of
15th
1,400
2,800
4,300
6,400
Monsters
Multiplier
Monsters
Multiplier
16th
1,600
3,200
4,800
7,200
1
× 1
7-10
× 2.5
17th
2,000
3,900
5,900
8,800
2
× 1.5
11-14
× 3
18th
2,100
4,200
6,300
9,500
3-6
× 2
15 or more
× 4
19th
2,400
4,900
7,300
10,900
20th
2,800
5,700
8,500
12,700
5. Compare XP. Compare the monsters’ adjusted XP
value to the party’s XP thresholds. The threshold that
Evaluating Encounter Difficulty
equals the adjusted XP value determines the encounter’s
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.
1. Determine XP Thresholds. First, determine the ex-
For example, an encounter with one bugbear and three
perience point (XP) thresholds for each character in the
hobgoblins has an adjusted XP value of 1,000, making it
party. The XP Thresholds by Character Level table has
a hard encounter for a party of three 3rd-level characters
four XP thresholds for each character level, one for each
and one 2nd-level character (which has a hard encounter
category of encounter difficulty. Use a character’s level to
threshold of 825 XP and a deadly encounter threshold of
determine his or her XP thresholds. Repeat this process
1,400 XP).
for every character in the party.
Chapter 13: Building Combat Encounters
165

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opponents in an adventure as a guideline for how far the
Party Size
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
If the party contains fewer than three characters, apply
expected to earn in a day. Add together the values of all
the next highest multiplier on the Encounter Multipliers
party members to get a total for the party’s adventuring
table. For example, apply a multiplier of 1.5 when the
day. This provides a rough estimate of the adjusted XP
characters fight a single monster, and a multiplier of 5 for
value for encounters the party can handle before the
groups of fifteen or more monsters.
characters will need to take a long rest.
If the party contains six or more characters, use the
next lowest multiplier on the table. Use a multiplier of 0.5
Adventuring Day XP
for a single monster.
Adjusted XP per Day
Adjusted XP per Day
Level
per Character
Level
per Character
Multipart Encounters
1st
300
11th
10,500
Sometimes an encounter features multiple enemies that
2nd
600
12th
11,500
the party doesn’t face all at once. For example, monsters
3rd
1,200
13th
13,500
might come at the party in waves. For such encounters,
4th
1,700
14th
15,000
treat each discrete part or wave as a separate encounter
5th
3,500
15th
18,000
for the purpose of determining its difficulty.
6th
4,000
16th
20,000
A party can’t benefit from a short rest between parts of
7th
5,000
17th
25,000
a multipart encounter, so they won’t be able to spend Hit
Dice to regain hit points or recover any abilities that re-
8th
6,000
18th
27,000
quire a short rest to regain. As a rule, if the adjusted XP
9th
7,500
19th
30,000
value for the monsters in a multipart encounter is higher
10th
9,000
20th
40,000
than one-third of the party’s expected XP total for the
adventuring day (see “The Adventuring Day,” below), the
Short Rests
encounter is going to be tougher than the sum of its parts.
In general, over the course of a full adventuring day, the
party will likely need to take two short rests, about one-
Building Encounters on a
third and two-thirds of the way through the day.
Budget
Modifying Encounter Difficulty
You can build an encounter if you know its desired diffi-
culty. The party’s XP thresholds give you an XP budget
An encounter can be made easier or harder based on the
that you can spend on monsters to build easy, medium,
choice of location and the situation.
hard, and deadly encounters. Just remember that groups
Increase the difficulty of the encounter by one step
of monsters eat up more of that budget than their base
(from easy to medium, for example) if the characters have
XP values would indicate (see step 4).
a drawback that their enemies don’t. Reduce the difficulty
For example, using the party from step 2, you can build
by one step if the characters have a benefit that their en-
a medium encounter by making sure that the adjusted
emies don’t. Any additional benefit or drawback pushes
XP value of the monsters is at least 550 XP (the party’s
the encounter one step in the appropriate direction. If the
threshold for a medium encounter) and no more than 825
characters have both a benefit and a drawback, the two
XP (the party’s threshold for a hard encounter). A single
cancel each other out.
monster of challenge rating 3 (such as a manticore or
Situational drawbacks include the following:
owlbear) is worth 700 XP, so that’s one possibility. If you
• The whole party is surprised, and the enemy isn’t.
want a pair of monsters, each one will count for 1.5 times
• The enemy has cover, and the party doesn’t.
its base XP value. A pair of dire wolves (worth 200 XP
• The characters are unable to see the enemy.
each) have an adjusted XP value of 600, making them a
• The characters are taking damage every round from
medium encounter for the party as well.
some environmental effect or magical source.
To assist with this approach, appendix B in the Dun-
• The characters are hanging from a rope, in the midst of
geon Master’s Guide presents a list of all monsters in
scaling a sheer wall or cliff, stuck to the floor, or other-
the Monster Manual organized by challenge rating. See
wise in a situation that hinders their mobility.
“Monsters by Challenge Rating” later in this chapter for a
Situational benefits are similar to drawbacks except
list by CR of the monsters included in this document.
that they benefit the characters instead of the enemy.
The Adventuring Day
Fun Combat Encounters
Assuming typical adventuring conditions and average
The following features can add more fun and suspense to
luck, most adventuring parties can handle about six to
a combat encounter:
eight medium or hard encounters in a day. If the adven-
ture has more easy encounters, the adventurers can get
• Terrain features that pose inherent risks to both the
through more. If it has more deadly encounters, they can
characters and their enemies, such as a frayed rope
handle fewer.
bridge and pools of green slime
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
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Challenge Rating
Giant sea horse
Giant scorpion
When putting together an encounter or adventure,
Giant wasp
Hell hound
especially at lower levels, exercise caution when using
Gnoll
Killer whale
monsters whose challenge rating is higher than the party’s
Hobgoblin
Knight
average level. Such a creature might deal enough damage
Lizardfolk
Manticore
with a single action to take out adventurers of a lower level.
Orc
Minotaur
For example, an ogre has a challenge rating of 2, but it can
kill a 1st-level wizard with a single blow.
Reef shark
Mummy
Satyr
Owlbear
• Features that either inspire or force characters and
Swarm of insects
Phase spider
their enemies to move around, such as chandeliers,
Thug
Spectator
kegs of gunpowder or oil, and whirling blade traps
Warhorse
Werewolf
• Enemies in hard-to-reach locations or defensive posi-
Worg
Wight
tions, so that characters who normally attack at range
Winter wolf
Challenge 1 (200 XP)
are forced to move around the battlefield
Yeti
Animated armor
Monsters by Challenge Rating
Brown bear
Challenge 4 (1,100 XP)
Bugbear
Banshee
The following list organizes the monsters in this docu-
Death dog
Elephant
ment by challenge rating.
Dire wolf
Flameskull
Challenge 0 (0-10 XP)
Merfolk
Ghoul
Ghost
Awakened shrub
Mule
Giant eagle
Challenge 5 (1,800 XP)
Baboon
Poisonous snake
Giant hyena
Pony
Air elemental
Badger
Giant octopus
Stirge
Earth elemental
Bat
Giant spider
Twig blight
Fire elemental
Cat
Giant toad
Flesh golem
Commoner
Challenge 1/4 (50 XP)
Giant vulture
Giant crocodile
Crab
Acolyte
Harpy
Giant shark
Deer
Axe beak
Hippogriff
Hill giant
Eagle
Blink dog
Lion
Triceratops
Frog
Boar
Swarm of quippers
Troll
Giant fire beetle
Constrictor snake
Tiger
Water elemental
Goat
Draft horse
Challenge 2 (450 XP)
Hawk
Challenge 6 (2,300 XP)
Elk
Allosaurus
Hyena
Flying sword
Chimera
Awakened tree
Jackal
Giant badger
Cyclops
Berserker
Lizard
Giant bat
Mage
Centaur
Octopus
Giant centipede
Mammoth
Gargoyle
Owl
Giant frog
Medusa
Giant boar
Quipper
Giant lizard
Wyvern
Giant constrictor snake
Rat
Giant owl
Giant elk
Challenge 7 (2,900 XP)
Raven
Giant poisonous snake
Grick
Giant ape
Scorpion
Giant wolf spider
Griffon
Sea horse
Challenge 8 (3,900 XP)
Goblin
Hunter shark
Spider
Frost giant
Panther
Nothic
Vulture
Hydra
Pteranodon
Ochre jelly
Weasel
Tyrannosaurus rex
Riding horse
Ogre
Challenge 1/8 (25 XP)
Skeleton
Young green dragon
Pegasus
Bandit
Swarm of bats
Challenge 9 (5,000 XP)
Plesiosaurus
Swarm of rats
Blood hawk
Polar bear
Fire giant
Swarm of ravens
Camel
Priest
Challenge 10 (5,900 XP)
Wolf
Cultist
Rhinoceros
Stone golem
Zombie
Flying snake
Saber-toothed tiger
Giant crab
Challenge 17 (18,000 XP)
Challenge 1/2 (100 XP)
Swarm of poisonous snakes
Giant rat
Adult red dragon
Ape
Challenge 3 (700 XP)
Giant weasel
Black bear
Ankylosaurus
Guard
Cockatrice
Basilisk
Kobold
Crocodile
Doppelganger
Mastiff
Giant goat
Chapter 13: Building Combat Encounters
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Chapter 14: Magic Items
Every adventure holds the promise—but not a
Item Descriptions
guarantee—of finding one or more magic items. This
chapter presents an assortment of magic items that hints
Amulet of Health
at the wider variety of magic items waiting to be found in
Wondrous item, rare (requires attunement)
the worlds of D&D. See the Dungeon Master’s Guide for
many more items.
Your Constitution score is 19 while you wear this amulet.
It has no effect on you if your Constitution is 19 or higher
without it.
Using a Magic Item
A magic item’s description explains how the item works.
Armor, +1, +2, or +3
Handling a magic item is enough to give a character a
Armor (light, medium, or heavy), rare (+1), very rare (+2),
sense that something is extraordinary about the item.
or legendary (+3)
The identify spell is the fastest way to reveal an item’s
You have a bonus to AC while wearing this armor. The
properties. Alternatively, a character can focus on one
bonus is determined by its rarity.
magic item during a short rest, while being in physical
contact with the item. At the end of the rest, the character
Bag of Holding
learns the item’s properties, as well as how to use them.
Wondrous item, uncommon
Potions are an exception; a little taste is enough to tell the
This bag has an interior space considerably larger than
taster what the potion does.
its outside dimensions, roughly 2 feet in diameter at
Some magic items require a creature to form a bond
the mouth and 4 feet deep. The bag can hold up to 500
with them before their magical properties can be used.
pounds, not exceeding a volume of 64 cubic feet. The bag
This bond is called attunement, and certain items have a
weighs 15 pounds, regardless of its contents. Retrieving
prerequisite for it. If the prerequisite is a class, a creature
an item from the bag requires an action.
must be a member of that class to attune to the item. If
If the bag is overloaded, pierced, or torn, it ruptures
the prerequisite is to be a spellcaster, a creature qualifies
and is destroyed, and its contents are scattered in the
if it can cast at least one spell using its traits or features,
Astral Plane. If the bag is turned inside out, its contents
not using a magic item or the like.
spill forth, unharmed, but the bag must be put right be-
Attuning to an item requires a creature to spend a short
fore it can be used again. Breathing creatures inside the
rest focused on only that item while being in physical con-
bag can survive up to a number of minutes equal to 10
tact with it (this can’t be the same short rest used to learn
divided by the number of creatures (minimum 1 minute),
the item’s properties). This focus can take the form of
after which time they begin to suffocate.
weapon practice, meditation, or some other appropriate
Placing a bag of holding inside an extradimensional
activity. If the short rest is interrupted, the attunement
space created by a Heward’s handy haversack, portable
attempt fails. Otherwise, at the end of the short rest, the
hole, or similar item instantly destroys both items and
creature gains an intuitive understanding of how to ac-
opens a gate to the Astral Plane. The gate originates
tivate any magical properties of the item, including any
where the one item was placed inside the other. Any
necessary command words.
creature within 10 feet of the gate is sucked through it
An item can be attuned to only one creature at a time,
to a random location on the Astral Plane. The gate then
and a creature can be attuned to no more than three
closes. The gate is one-way only and can’t be reopened.
magic items at a time. Any attempt to attune to a fourth
item fails; the creature must end its attunement to an
Boots of Striding and Springing
item first. Additionally, a creature can’t attune to more
Wondrous item, uncommon (requires attunement)
than one copy of an item. For example, a creature can’t
attune to more than one ring of protection at a time.
While you wear these boots, your walking speed be-
A creature’s attunement to an item ends if the creature
comes 30 feet, unless your walking speed is higher, and
no longer satisfies the prerequisites for attunement, if
your speed isn’t reduced if you are encumbered or wear-
the item has been more than 100 feet away for at least 24
ing heavy armor. In addition, you can jump three times
hours, if the creature dies, or if another creature attunes
the normal distance, though you can’t jump farther than
to the item. A creature can also voluntarily end attune-
your remaining movement would allow.
ment by spending another short rest focused on the item,
Cloak of Elvenkind
unless the item is cursed.
Wondrous item, uncommon (requires attunement)
While you wear this cloak with its hood up, Wisdom (Per-
ception) checks made to see you have disadvantage, and
you have advantage on Dexterity (Stealth) checks made to
hide, as the cloak’s color shifts to camouflage you. Pull-
ing the hood up or down requires an action.
Chapter 14: Magic Items
168

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Gauntlets of Ogre Power
Ring of Evasion
Wondrous item, uncommon (requires attunement)
Ring, rare (requires attunement)
Your Strength score is 19 while you wear these gaunt-
This ring has 3 charges, and it regains 1d3 expended
lets. They have no effect on you if your Strength is 19 or
charges daily at dawn. When you fail a Dexterity sav-
higher without them.
ing throw while wearing it, you can use your reaction
to expend 1 of its charges to succeed on that saving
Gloves of Swimming and Climbing
throw instead.
Wondrous item, uncommon (requires attunement)
Ring of Protection
While wearing these gloves, climbing and swimming
Ring, rare (requires attunement)
don’t cost you extra movement, and you gain a +5 bonus
to Strength (Athletics) checks made to climb or swim.
You gain a +1 bonus to AC and saving throws while wear-
ing this ring.
Goggles of Night
Wondrous item, uncommon
Ring of Resistance
Ring, rare (requires attunement)
While wearing these dark lenses, you have darkvision out
to a range of 60 feet. If you already have darkvision, wear-
You have resistance to one damage type while wearing
ing the goggles increases its range by 60 feet.
this ring. The gem in the ring indicates the type, which
the DM chooses or determines randomly.
Headband of Intellect
Wondrous item, uncommon (requires attunement)
d10
Damage Type
Gem
1
Acid
Pearl
Your Intelligence score is 19 while you wear this head-
band. It has no effect on you if your Intelligence is 19 or
2
Cold
Tourmaline
higher without it.
3
Fire
Garnet
4
Force
Sapphire
Keoghtom’s Ointment
5
Lightning
Citrine
Wondrous item, uncommon
6
Necrotic
Jet
This glass jar, 3 inches in diameter, contains 1d4 + 1
7
Poison
Amethyst
doses of a thick mixture that smells faintly of aloe. The
8
Psychic
Jade
jar and its contents weigh 1/2 pound.
9
Radiant
Topaz
As an action, one dose of the ointment can be swal-
10
Thunder
Spinel
lowed or applied to the skin. The creature that receives it
regains 2d8 + 2 hit points, ceases to be poisoned, and is
Spell Scroll
cured of any disease.
Scroll, varies
Potion of Flying
A spell scroll bears the words of a single spell, written
Potion, very rare
in a mystical cipher. If the spell is on your class’s spell
list, you can read the scroll and cast its spell without pro-
When you drink this potion, you gain a flying speed equal
viding any material components. Otherwise, the scroll
to your walking speed for 1 hour and can hover. If you’re
is unintelligible. Casting the spell by reading the scroll
in the air when the potion wears off, you fall unless you
requires the spell’s normal casting time. Once the spell is
have some other means of staying aloft. This potion’s
cast, the words on the scroll fade, and it crumbles to dust.
clear liquid floats at the top of its container and has
If the casting is interrupted, the scroll is not lost.
cloudy white impurities drifting in it.
If the spell is on your class’s spell list but of a higher
Potion of Invisibility
level than you can normally cast, you must make an
Potion, very rare
ability check using your spellcasting ability to determine
whether you cast it successfully. The DC equals 10 + the
This potion’s container looks empty but feels as though it
spell’s level. On a failed check, the spell disappears from
holds liquid. When you drink it, you become invisible for
the scroll with no other effect.
1 hour. Anything you wear or carry is invisible with you.
Once the spell is cast, the words on the scroll fade, and
The effect ends early if you attack or cast a spell.
the scroll itself crumbles to dust.
The level of the spell on the scroll determines the
Potion of Vitality
spell’s saving throw DC and attack bonus, as well as the
Potion, very rare
scroll’s rarity, as shown in the Spell Scroll table.
When you drink this potion, it removes any exhaustion
you are suffering and cures any disease or poison affect-
ing you. For the next 24 hours, you regain the maximum
number of hit points for any Hit Die you spend. The
potion’s crimson liquid regularly pulses with dull light,
calling to mind a heartbeat.
Chapter 14: Magic Items
169

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Spell Scroll
Spell Level Rarity
Save DC
Attack Bonus
Cantrip
Common
13
+5
1st
Common
13
+5
2nd
Uncommon
13
+5
3rd
Uncommon
15
+7
4th
Rare
15
+7
5th
Rare
17
+9
6th
Very rare
17
+9
7th
Very rare
18
+10
8th
Very rare
18
+10
9th
Legendary
19
+11
A wizard spell on a spell scroll can be copied just as
spells in spellbooks can be copied. When a spell is copied
from a spell scroll, the copier must succeed on an Intelli-
gence (Arcana) check with a DC equal to 10 + the spell’s
level. If the check succeeds, the spell is successfully cop-
ied. Whether the check succeeds or fails, the spell scroll
is destroyed.
Wand of Magic Detection
Wand, uncommon
This wand has 3 charges. While holding it, you can
expend 1 charge as an action to cast the detect magic
spell from it. The wand regains 1d3 expended charges
daily at dawn.
Wand of Magic Missiles
Wand, uncommon
While you hold this wand, you can use an action to ex-
pend 1 to 3 of its 7 charges to cast the magic missile spell
without using any components. For 1 charge, you cast the
spell as if you used a 1st-level spell slot, and you increase
the spell slot level by one for each additional charge
you spend.
The wand regains 1d6 + 1 expended charges each day
at dawn. However, if you expend the wand’s last charge,
roll a d20. On a 1, the wand crumbles into ashes and is
destroyed.
Weapon, +1, +2, or +3
Weapon (any), uncommon (+1), rare (+2), or very rare (+3)
You have a bonus to attack and damage rolls made with
this magic weapon. The bonus is determined by the
weapon’s rarity.
Chapter 14: Magic Items
170

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Appendix A: Conditions
Conditions alter a creature’s capabilities in a va-
Invisible
riety of ways and can arise as a result of a spell, a class
• An invisible creature is impossible to see without the
feature, a monster’s attack, or other effect. Most condi-
aid of magic or a special sense. For the purpose of
tions, such as blinded, are impairments, but a few, such
hiding, the creature is heavily obscured. The creature’s
as invisible, can be advantageous.
location can be detected by any noise it makes or any
A condition lasts either until it is countered (the prone
tracks it leaves.
condition is countered by standing up, for example) or
• Attack rolls against the creature have disadvantage,
for a duration specified by the effect that imposed the
and the creature’s attack rolls have advantage.
condition.
If multiple effects impose the same condition on a
Paralyzed
creature, each instance of the condition has its own
• A paralyzed creature is incapacitated (see the condi-
duration, but the condition’s effects don’t get worse.
tion) and can’t move or speak.
A creature either has a condition or doesn’t.
• The creature automatically fails Strength and Dexterity
The following definitions specify what happens to
saving throws.
a creature while it is subjected to a condition.
• Attack rolls against the creature have advantage.
• Any attack that hits the creature is a critical hit if the
Blinded
attacker is within 5 feet of the creature.
• A blinded creature can’t see and automatically fails any
ability check that requires sight.
Petrified
• Attack rolls against the creature have advantage, and
• A petrified creature is transformed, along with any
the creature’s attack rolls have disadvantage.
nonmagical object it is wearing or carrying, into a
solid inanimate substance (usually stone). Its weight
Charmed
increases by a factor of ten, and it ceases aging.
• A charmed creature can’t attack the charmer or target
• The creature is incapacitated (see the condition), can’t
the charmer with harmful abilities or magical effects.
move or speak, and is unaware of its surroundings.
• The charmer has advantage on any ability check to
• Attack rolls against the creature have advantage.
interact socially with the creature.
• The creature automatically fails Strength and Dexterity
saving throws.
Deafened
• The creature has resistance to all damage.
• A deafened creature can’t hear and automatically fails
• The creature is immune to poison and disease,
any ability check that requires hearing.
although a poison or disease already in its system
is suspended, not neutralized.
Frightened
• A frightened creature has disadvantage on ability
Poisoned
checks and attack rolls while the source of its fear is
• A poisoned creature has disadvantage on attack rolls
within line of sight.
and ability checks.
• The creature can’t willingly move closer to the source
of its fear.
Prone
• A prone creature’s only movement option is to crawl,
Grappled
unless it stands up and thereby ends the condition.
• A grappled creature’s speed becomes 0, and it can’t
• The creature has disadvantage on attack rolls.
benefit from any bonus to its speed.
• An attack roll against the creature has advantage if the
• The condition ends if the grappler is incapacitated
attacker is within 5 feet of the creature. Otherwise, the
(see the condition).
attack roll has disadvantage.
• The condition also ends if an effect removes the
grappled creature from the reach of the grappler or
Restrained
grappling effect, such as when a creature is hurled
• A restrained creature’s speed becomes 0, and it can’t
away by the thunderwave spell.
benefit from any bonus to its speed.
• Attack rolls against the creature have advantage,
Incapacitated
and the creature’s attack rolls have disadvantage.
• An incapacitated creature can’t take actions
• The creature has disadvantage on Dexterity
or reactions.
saving throws.
Stunned
• A stunned creature is incapacitated (see the condition),
can’t move, and can speak only falteringly.
• The creature automatically fails Strength and Dexterity
saving throws.
• Attack rolls against the creature have advantage.
Appendix A: Conditions
171

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Unconscious
Appendix B: Gods of
An unconscious creature is incapacitated (see the
condition), can’t move or speak, and is unaware
of its surroundings.
the Multiverse
The creature drops whatever it’s holding and
falls prone.
Religion is an important part of life in the worlds of
The creature automatically fails Strength and Dexterity
the D&D multiverse. When gods walk the world, clerics
saving throws.
channel divine power, evil cults perform dark sacrifices
Attack rolls against the creature have advantage.
in subterranean lairs, and shining paladins stand like
Any attack that hits the creature is a critical hit if the
beacons against the darkness, it’s hard to be ambivalent
attacker is within 5 feet of the creature.
about the deities and deny their existence.
Many people in the worlds of D&D worship different
Exhaustion
gods at different times and circumstances. People in the
Some special abilities and environmental hazards, such as
Forgotten Realms, for example, might pray to Sune for
starvation and the long-term effects of freezing or scorching
luck in love, make an offering to Waukeen before heading
temperatures, can lead to a special condition called
to the market, and pray to appease Talos when a severe
exhaustion. Exhaustion is measured in six levels. An effect
storm blows in—all in the same day. Many people have a
can give a creature one or more levels of exhaustion, as
favorite among the gods, one whose ideals and teachings
specified in the effect’s description.
they make their own. And a few people dedicate them-
Level
Effect
selves entirely to a single god, usually serving as a priest
1
Disadvantage on ability checks
or champion of that god’s ideals.
2
Speed halved
Your DM determines which gods, if any, are worshiped
3
Disadvantage on attack rolls and saving throws
in his or her campaign. From among the gods available,
4
Hit point maximum halved
you can choose a single deity for your character to serve,
5
Speed reduced to 0
worship, or pay lip service to. Or you can pick a few that
6
Death
your character prays to most often. Or just make a mental
note of the gods who are revered in your DM’s campaign
If an already exhausted creature suffers another effect that
so you can invoke their names when appropriate. If you’re
causes exhaustion, its current level of exhaustion increases
by the amount specified in the effect’s description.
playing a cleric or a character with the Acolyte back-
A creature suffers the effect of its current level of
ground, decide which god your deity serves or served, and
exhaustion as well as all lower levels. For example, a
consider the deity’s suggested domains when selecting
creature suffering level 2 exhaustion has its speed halved
your character’s domain.
and has disadvantage on ability checks.
An effect that removes exhaustion reduces its level as
D&D Pantheons
specified in the effect’s description, with all exhaustion
Each world in the D&D multiverse has its own pantheons
effects ending if a creature’s exhaustion level is
reduced below 1.
of deities. This appendix deals with one pantheon, that of
Finishing a long rest reduces a creature’s exhaustion level
the Forgotten Realms.
by 1, provided that the creature has also ingested some
food and drink. Also, being raised from the dead reduces a
The Forgotten Realms
creature’s exhaustion level by 1.
Dozens of deities are revered, worshiped, and feared
throughout the world of the Forgotten Realms. At least
thirty deities are widely known across the Realms, and
many more are worshiped locally, by individual tribes,
small cults, or certain sects of larger religious temples.
Nonhuman Deities
Certain gods closely associated with nonhuman races
are revered on many different worlds, though not always
in the same way. The nonhuman races of the Forgotten
Realms and Greyhawk share these deities.
Nonhuman races often have whole pantheons of
their own. Besides Moradin, for example, the dwarf
gods include Moradin’s wife, Berronar Truesilver, and
a number of other gods thought to be their children
and grandchildren: Abbathor, Clangeddin Silverbeard,
Dugmaren Brightmantle, Dumathoin, Gorm Gulthyn,
Haela Brightaxe, Marthammor Duin, Sharindlar, Thard
Harr, and Vergadain. Individual clans and kingdoms of
dwarves might revere some, all, or none of these deities,
and some have other gods unknown (or known by other
names) to outsiders.
Appendix B: Gods of the Multiverse
172

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Deities of the Forgotten Realms
Deity
Alignment
Suggested Domains
Symbol
Auril, goddess of winter
NE
Nature, Tempest
Six-pointed snowflake
Azuth, god of wizards
LN
Knowledge
Left hand pointing upward, outlined in fire
Bane, god of tyranny
LE
War
Upright black right hand, thumb and fingers together
Beshaba, goddess of misfortune
CE
Trickery
Black antlers
Bhaal, god of murder
NE
Death
Skull surrounded by a ring of blood droplets
Chauntea, goddess of agriculture
NG
Life
Sheaf of grain or a blooming rose over grain
Cyric, god of lies
CE
Trickery
White jawless skull on black or purple sunburst
Deneir, god of writing
NG
Knowledge
Lit candle above an open eye
Eldath, goddess of peace
NG
Life, Nature
Waterfall plunging into still pool
Gond, god of craft
N
Knowledge
Toothed cog with four spokes
Helm, god of protection
LN
Life, Light
Staring eye on upright left gauntlet
Ilmater, god of endurance
LG
Life
Hands bound at the wrist with red cord
Kelemvor, god of the dead
LN
Death
Upright skeletal arm holding balanced scales
Lathander, god of birth and renewal
NG
Life, Light
Road traveling into a sunrise
Leira, goddess of illusion
CN
Trickery
Point-down triangle containing a swirl of mist
Lliira, goddess of joy
CG
Life
Triangle of three six-pointed stars
Loviatar, goddess of pain
LE
Death
Nine-tailed barbed scourge
Malar, god of the hunt
CE
Nature
Clawed paw
Mask, god of thieves
CN
Trickery
Black mask
Mielikki, goddess of forests
NG
Nature
Unicorn’s head
Milil, god of poetry and song
NG
Light
Five-stringed harp made of leaves
Myrkul, god of death
NE
Death
White human skull
Mystra, goddess of magic
NG
Knowledge
Circle of seven stars, or nine stars encircling a
flowing red mist, or a single star
Oghma, god of knowledge
N
Knowledge
Blank scroll
Savras, god of divination and fate
LN
Knowledge
Crystal ball containing many kinds of eyes
Selûne, goddess of the moon
CG
Knowledge, Life
Pair of eyes surrounded by seven stars
Shar, goddess of darkness and loss
NE
Death, Trickery
Black disk encircled with a border
Silvanus, god of wild nature
N
Nature
Oak leaf
Sune, goddess of love and beauty
CG
Life, Light
Face of a beautiful red-haired woman
Talona, goddess of disease and poison
CE
Death
Three teardrops on a triangle
Talos, god of storms
CE
Tempest
Three lightning bolts radiating from a central point
Tempus, god of war
N
War
Upright flaming sword
Torm, god of courage and self-sacrifice
LG
War
White right gauntlet
Tymora, goddess of good fortune
CG
Trickery
Face-up coin
Tyr, god of justice
LG
War
Balanced scales resting on a warhammer
Umberlee, goddess of the sea
CE
Tempest
Wave curling left and right
Waukeen, goddess of trade
N
Knowledge, Trickery
Upright coin with Waukeen’s profile facing left
Appendix B: Gods of the Multiverse
173

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Appendix C: The Five Factions
Many characters created in the Forgotten Realms
stops the tyrant, feeds the oppressed, and asks for noth-
setting, especially those for organized D&D play, belong
ing in return.
to one of five factions that have risen to prominence in the
We are the song for those who have no voice.
world of Faerûn. Each faction has its own motivations,
goals, and philosophy. Some are more heroic than others,
—Remallia “Remi” Haventree
but all band together in times of trouble to address ma-
jor threats.
Order of the
Harpers
Gauntlet
The clandestine network of
The Order of the Gauntlet is a
spellcasters and spies known
relatively new organization ded-
as the Harpers seeks to tip the
icated to smiting evil wherever
scales in favor of the innocent,
it lurks and without hesitation.
the weak, and the poor. Harper
Its members understands that
agents pride themselves on
evil wears many guises, playing
being incorruptible defenders
games and tricking others in
of good, and they never hesitate
order to hasten its spread. That
to aid the oppressed. Because
is why its members act on their
they prefer to work behind the
own authority, identifying threats
scenes, they are rarely noticed
and removing them before they
as they thwart tyrants, depose
can reach their full potential.
rulers, and head off any growing
Because the seeds of evil are
force that is thought to have evil
nourished in the shadows, the
intent. The faction has its finger
Order of the Gauntlet rides out to the most dangerous
on the pulse of power in the
dungeons, the darkest caverns, and the foulest pits to
Realms, and its members work tirelessly to even the odds
weed out wrongdoers. Even so, its members are keenly
for the downtrodden.
aware that the seed of evil lies within everyone, waiting
Individual Harper agents operate alone, relying on their
for a moment when it can take root in their souls. The or-
wits and the faction’s extensive information network to
der’s paladins, monks, and clerics spend long hours deep
gain an advantage over their enemies. They know that
in prayer to keep their inner eye vigilant and focused on
knowledge is power, so gathering intelligence beforehand
their own thoughts and emotions. In this way they purify
is paramount to their success. They are well informed
themselves from within before taking up their swords to
and always have access to aid, magical and otherwise.
cleanse the world.
Veteran members have secret caches of information
The Order of the Gauntlet believes that all sentient
stashed all over Faerûn, along with trusted sources sta-
beings must come forth into the light of reason and good-
tioned in every major town and city.
ness of their own volition. That is why the faction is not
The organization is always on the lookout for pow-
interested in controlling minds: it focuses only on deeds,
erful items, expressly to keep them out of the hands of
setting an example for the world in the hope of inspiring
evildoers. To this end, its agents use various guises and
and enlightening others. The order holds that faith in
identities to aid their search for carefully guarded secrets
one’s god, one’s friends, and one’s self are the best weap-
such as ancestral maps, buried cities, and mages’ keeps.
ons for combating the hordes of malice.
The bond between Harpers is strong, and the
Possessed of such devout conviction, the order’s
friendships they form are nigh unbreakable. Rarely do
members can be relied on as a source of strength
they operate in the open, but on rare occasions they must,
to themselves and others, a bright light against the
because there is no other choice. When that happens,
darkness. They are not preemptive bullies, though. A
you can be sure that a fellow Harper is watching closely,
strict code of honor allows them to strike only when
ready to dart out from the shadows and help a comrade at
evil deeds are being committed. Thus, the Order of the
a moment’s notice.
Gauntlet is constantly vigilant, using every resource at its
A Harper is first and foremost self-reliant, for once you are
disposal—both magical and mundane—to tell where and
when dark deeds will occur.
autonomous, no one can tempt you into using power as a
crutch. You are sovereign unto yourself.
That’s the thing about evil: it is darkness, it is shadow, it hides
Therefore, a Harper’s soul must be incorruptible. Many
in your blind spot. Then, when you are distracted, it sneaks
believe themselves to be so, but power comes in many guises,
in. Evil is a master of disguise—and what is the greatest dis-
and it will surely find your weakness. Of this you may be
guise, you ask? Yourself. Evil will cloak itself in thoughts and
certain. Only a true Harper can pass this test and transform
emotions pretending to be your own, telling you to get angry,
weakness into strength. That is why we are the hand that
to be greedy and envious, to hold yourself above others.
Appendix C: The Five Factions
174

-------------------------------------------------------------------------------------------------------------------------------------------------------------

People aren’t born evil—it takes time for evil to fool you
midst of a noisy, crowded city, we can feel the presence of the
into thinking that its voice is yours. That is why to know who
natural world inside us, fresh, strong, and alive. The enclave
you truly are is what the order requires from each hopeful
seeks to make awareness of this power available to all.
who wishes to join our ranks. Bravery isn’t fighting the drag-
Freedom. Is not this the highest of callings?
on out there—it is fighting the dragon within. That is what
—Delaan Winterhound
we do in our prayers. Once you have slain that dragon, you
have overcome the darkness lurking within yourself. Only
Lords’ Alliance
then do you have the capacity to know true goodness. Only
The Lords’ Alliance is an asso-
then are you ready to take up the sword and wear the badge
ciation of rulers from cities and
of our order.
towns across Faerûn (primarily
—Kajiso Steelhand
in the North), who believe that
solidarity is needed to keep evil
at bay. The rulers of Waterdeep,
Emerald Enclave
Silverymoon, Neverwinter, and
other free cities dominate the
The Emerald Enclave is a far-ranging group that opposes
coalition, and all lords in the alli-
threats to the natural world and helps others survive
ance work primarily for the fate
in the wilderness. Branches of
and fortune of their individual
the organization are scattered
settlements.
throughout Faerûn and often
Alliance agents include sophis-
operate in isolation from the
ticated bards, zealous paladins,
others. This existence instills in
talented mages, and grizzled
the enclave’s members a fierce
warriors. They are chosen pri-
self-reliance and mastery of cer-
marily for their loyalty and are experts in observation,
tain fighting and survival skills.
stealth, innuendo, and combat. Backed by the wealthy
A ranger of the enclave might
and the privileged, they carry fine equipment (often dis-
be hired to lead a caravan
guised to appear common), including large numbers of
through a treacherous moun-
scrolls scribed with spells of communication.
tain pass or across the frozen
Agents of the Lords’ Alliance ensure the safety and
tundra of Icewind Dale. A druid
prosperity of civilized Faerûn by standing united against
might volunteer to help a village
the forces that threaten civilization. They aggressively
prepare for a long, brutal winter.
eliminate such threats by any means, fighting with pride
Barbarians and druids who live
for the glory and security of their people, and for the
as hermits might appear from nowhere to help defend a
welfare of the lords who rule over those folk. Alliance
town against marauding orcs.
operatives are often motivated by glory, looking to gain
Members of the Emerald Enclave know how to survive
an advantage in status over their counterparts from
and, more important, how to help others do the same.
other alliance cities. The leaders of the faction know that
They are not opposed to civilization or progress, but
the group will survive only if its members support each
they strive to keep such “advances” in balance with the
other, requiring all to find a balance between pride and
wild. They restore and preserve the natural order, even
diplomacy. Rogue agents within the Lords’ Alliance are
as they root out and destroy all that is unnatural. They
rare, but defections have been known to occur.
keep the elemental forces of the world in check and
prevent civilization and the wilderness from destroying
Everyone wants to sleep at night and feel safe in their homes,
one another.
but how many want to do what it takes to keep the tide of
We of the Emerald Enclave serve as gatekeepers to that vast
evil at bay? To stand in the cold and rain, waiting for battle
space beyond the city walls. We are the defenders both of the
while hunger gnaws at their bellies? Many wish to reap the
wilderness and of the society that does not understand it.
rewards of a good harvest, but few care to remove the stones
Most have forgotten that there is an ancient, natural order
and till the fields for planting.
that held sway long before we formed our intellectual con-
The Lords’ Alliance fights the things that the shopkeeper in
cepts of it. To come into contact with that primal order is to
his bed has never even heard of. We remove threats before
touch the power that guides all of life.
the town mayor even knows about them. We make bad
Those who walk the way of the Emerald Enclave are
things go away. That’s what we’re good at.
infused with this power; we embody it, and it moves us to
—Rameel Jos
do our work. That is why we are never alone. Even in the
Appendix C: The Five Factions
175

-------------------------------------------------------------------------------------------------------------------------------------------------------------

The organization encourages individual ambition and
Zhentarim
rewards innovators who take matters into their own
The Zhentarim, also called the
hands. Results are all that matter. Those who come
Black Network, is an organiza-
into the Black Network with nothing can become major
tion of well-trained mercenaries,
players within the organization through their own
savvy rogues, and crafty war-
ambition and perseverance.
locks who seek to expand their
influence and power throughout
Membership in the Zhentarim is like a key to a thousand
Faerûn. Agents of the Zhen-
doors, each one a gateway to fulfilling a personal desire.
tarim believe that if they play
Most people shy away from this kind of freedom. They like
by the rules, nothing gets done.
Ultimately, they want to make
their restraints, laws, and swaddling—it gives them the illu-
the rules—and, in some cases,
sion of security.
they already have. They walk a
The Black Network provides what I need to explore realms
careful line when it comes to fol-
and dimensions that would tear apart minds accustomed to
lowing the letter of the law and
don’t shy away from the occa-
limits. Only in such places can I find magic powerful enough
sional shady deal or illicit activity
to defeat beings that know no such things as time, fear, or
to get what they want.
mercy. You might not like the Zhentarim’s methods, but when
To the Zhentarim, wealth is power. Its agents know
a demon crawls out of the Abyss and comes for your family,
that nothing else inspires such confidence and dispels
doubt so well. Zhentarim agents routinely carry the finest
you’ll be glad that I have gone to the darkest of realms to find
weapons and armor, since the faction spares no expense
the answer to your problem.
in their outfitting. When a merchant needs an escort for a
—Ianna Asterion
caravan, when a noble family requires bodyguards to pro-
tect its holdings, or when a city is desperate for trained
soldiers to defend its walls, the Zhentarim provides the
best warriors money can buy.
Appendix C: The Five Factions
176

-------------------------------------------------------------------------------------------------------------------------------------------------------------

class & level
BackgrouNd
Player Name
character Name
race
aligNmeNt
exPerieNce PoiNts
inspiratiOn
strEngth
armOr
prOficiEncy bOnus
class
initiativE
spEEd
PersoNality traits
hit Point maximum
strength
dExtErity
dexterity
constitution
currEnt hit pOints
ideals
intelligence
Wisdom
charisma
cOnstitutiOn
saving thrOws
tEmpOrary hit pOints
BoNds
acrobatics (dex)
total
successes
animal handling (Wis)
Failures
arcana (int)
hit dice
death saves
FlaWs
intElligEncE
athletics (str)
deception (cha)
Name
atk BoNus damage/tyPe
history (int)
insight (Wis)
intimidation (cha)
wisdOm
investigation (int)
medicine (Wis)
Nature (int)
Perception (Wis)
Performance (cha)
Persuasion (cha)
charisma
religion (int)
sleight of hand (dex)
stealth (dex)
survival (Wis)
skills
attacks & spEllcasting
Passive Wisdom (PercePtioN)
cP
sP
eP
gP
PP
OthEr prOficiEnciEs & languagEs
EquipmEnt
fEaturEs & traits
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

-------------------------------------------------------------------------------------------------------------------------------------------------------------

aGe
heIGht
WeIGht
character name
eYeS
SKIn
haIr
name
symbol
character appearance
allies & organizations
additional features & traits
character backstory
treasure
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

-------------------------------------------------------------------------------------------------------------------------------------------------------------

spellcasting
spell save dc
spell attack
spellcasting
ability
bonus
class
0
cantrips
3
6
spell
level
slots total
slots expended
1
7
spell name
4
8
2
5
9
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

 

 

 

 

 

 

 

 

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