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Published by trancheta, 2020-01-06 02:08:13

DnD_BasicRules_2018

At Higher Levels. When you cast this spell using a Components: V, S
spell slot of 4th level or higher, the healing increases by Duration: Instantaneous
1d4 for each slot level above 3rd.
Blazing orbs of fire plummet to the ground at four differ-
Mass Suggestion ent points you can see within range. Each creature in a
40-foot-radius sphere centered on each point you choose
6th-level enchantment
must make a Dexterity saving throw. The sphere spreads
Casting Time: 1 action around corners. A creature takes 20d6 fire damage and
Range: 60 feet 20d6 bludgeoning damage on a failed save, or half as
Components: V, M (a snake’s tongue and either a bit of much damage on a successful one. A creature in the area
honeycomb or a drop of sweet oil) of more than one fiery burst is affected only once.
Duration: 24 hours The spell damages objects in the area and ignites flam-
You suggest a course of activity (limited to a sentence mable objects that aren’t being worn or carried.
or two) and magically influence up to twelve creatures Minor Illusion
of your choice that you can see within range and that
Illusion cantrip
can hear and understand you. Creatures that can’t be
charmed are immune to this effect. The suggestion must Casting Time: 1 action
be worded in such a manner as to make the course of Range: 30 feet
action sound reasonable. Asking the creature to stab it- Components: S, M (a bit of fleece)
self, throw itself onto a spear, immolate itself, or do some Duration: 1 minute
other obviously harmful act automatically negates the
You create a sound or an image of an object within range
effect of the spell.
that lasts for the duration. The illusion also ends if you
Each target must make a Wisdom saving throw. On a
dismiss it as an action or cast this spell again.
failed save, it pursues the course of action you described
If you create a sound, its volume can range from a
to the best of its ability. The suggested course of action
whisper to a scream. It can be your voice, someone else’s
can continue for the entire duration. If the suggested ac-
voice, a lion’s roar, a beating of drums, or any other sound
tivity can be completed in a shorter time, the spell ends
you choose. The sound continues unabated throughout
when the subject finishes what it was asked to do.
the duration, or you can make discrete sounds at different
You can also specify conditions that will trigger a spe-
times before the spell ends.
cial activity during the duration. For example, you might
If you create an image of an object—such as a chair,
suggest that a group of soldiers give all their money to the
muddy footprints, or a small chest—it must be no larger
first beggar they meet. If the condition isn’t met before
than a 5-foot cube. The image can’t create sound, light,
the spell ends, the activity isn’t performed.
smell, or any other sensory effect. Physical interaction
If you or any of your companions damage a creature
with the image reveals it to be an illusion, because things
affected by this spell, the spell ends for that creature.
can pass through it.
At Higher Levels. When you cast this spell using a 7th-
If a creature uses its action to examine the sound or im-
level spell slot, the duration is 10 days. When you use an
age, the creature can determine that it is an illusion with
8th-level spell slot, the duration is 30 days. When you use
a successful Intelligence (Investigation) check against
a 9th-level spell slot, the duration is a year and a day.
your spell save DC. If a creature discerns the illusion for
Maze what it is, the illusion becomes faint to the creature.
8th-level conjuration Misty Step
Casting Time: 1 action 2nd-level conjuration
Range: 60 feet
Casting Time: 1 bonus action
Components: V, S
Range: Self
Duration: Concentration, up to 10 minutes
Components: V
You banish a creature that you can see within range into Duration: Instantaneous
a labyrinthine demiplane. The target remains there for
Briefly surrounded by silvery mist, you teleport up to 30
the duration or until it escapes the maze.
feet to an unoccupied space that you can see.
The target can use its action to attempt to escape.
When it does so, it makes a DC 20 Intelligence check. If Mordenkainen’s Sword
it succeeds, it escapes, and the spell ends (a minotaur or 7th-level evocation
goristro demon automatically succeeds).
Casting Time: 1 action
When the spell ends, the target reappears in the space
Range: 60 feet
it left or, if that space is occupied, in the nearest unoccu-
Components: V, S, M (a miniature platinum sword with a
pied space.
grip and pommel of copper and zinc, worth 250 gp)
Meteor Swarm Duration: Concentration, up to 1 minute
9th-level evocation You create a sword-shaped plane of force that hovers
Casting Time: 1 action within range. It lasts for the duration.
Range: 1 mile When the sword appears, you make a melee spell at-
tack against a target of your choice within 5 feet of the
sword. On a hit, the target takes 3d10 force damage.
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Until the spell ends, you can use a bonus action on each Components: V
of your turns to move the sword up to 20 feet to a spot Duration: Instantaneous
you can see and repeat this attack against the same tar-
You utter a word of power that can compel one creature
get or a different one.
you can see within range to die instantly. If the creature
Otto’s Irresistible Dance you choose has 100 hit points or fewer, it dies. Otherwise,
the spell has no effect.
6th-level enchantment
Casting Time: 1 action Power Word Stun
Range: 30 feet 8th-level enchantment
Components: V
Casting Time: 1 action
Duration: Concentration, up to 1 minute
Range: 60 feet
Choose one creature that you can see within range. The Components: V
target begins a comic dance in place: shuffling, tapping Duration: Instantaneous
its feet, and capering for the duration. Creatures that
You speak a word of power that can overwhelm the mind
can’t be charmed are immune to this spell.
of one creature you can see within range, leaving it dumb-
A dancing creature must use all its movement to dance
founded. If the target has 150 hit points or fewer, it is
without leaving its space and has disadvantage on Dex-
stunned. Otherwise, the spell has no effect.
terity saving throws and attack rolls. While the target is
The stunned target must make a Constitution saving
affected by this spell, other creatures have advantage on
throw at the end of each of its turns. On a successful
attack rolls against it. As an action, a dancing creature
save, this stunning effect ends.
makes a Wisdom saving throw to regain control of itself.
On a successful save, the spell ends. Prayer of Healing
Passwall 2nd-level evocation
5th-level transmutation Casting Time: 10 minutes
Range: 30 feet
Casting Time: 1 action
Components: V
Range: 30 feet
Duration: Instantaneous
Components: V, S, M (a pinch of sesame seeds)
Duration: 1 hour Up to six creatures of your choice that you can see within
range each regain hit points equal to 2d8 + your spellcast-
A passage appears at a point of your choice that you can
ing ability modifier. This spell has no effect on undead or
see on a wooden, plaster, or stone surface (such as a wall,
constructs.
a ceiling, or a floor) within range, and lasts for the dura-
At Higher Levels. When you cast this spell using a
tion. You choose the opening’s dimensions: up to 5 feet
spell slot of 3rd level or higher, the healing increases by
wide, 8 feet tall, and 20 feet deep. The passage creates no
1d8 for each slot level above 2nd.
instability in a structure surrounding it.
When the opening disappears, any creatures or objects Prestidigitation
still in the passage created by the spell are safely ejected Transmutation cantrip
to an unoccupied space nearest to the surface on which
Casting Time: 1 action
you cast the spell.
Range: 10 feet
Poison Spray Components: V, S
Conjuration cantrip Duration: Up to 1 hour
Casting Time: 1 action This spell is a minor magical trick that novice
Range: 10 feet spellcasters use for practice. You create one of the
Components: V, S following magical effects within range:
Duration: Instantaneous • You create an instantaneous, harmless sensory effect,
You extend your hand toward a creature you can see such as a shower of sparks, a puff of wind, faint musical
within range and project a puff of noxious gas from your notes, or an odd odor.
palm. The creature must succeed on a Constitution sav- • You instantaneously light or snuff out a candle, a torch,
ing throw or take 1d12 poison damage. or a small campfire.
This spell’s damage increases by 1d12 when you reach • You instantaneously clean or soil an object no larger
5th level (2d12), 11th level (3d12), and 17th level (4d12). than 1 cubic foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving
Power Word Kill material for 1 hour.
9th-level enchantment • You make a color, a small mark, or a symbol appear on
an object or a surface for 1 hour.
Casting Time: 1 action
• You create a nonmagical trinket or an illusory image
Range: 60 feet
that can fit in your hand and that lasts until the end of
your next turn.




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If you cast this spell multiple times, you can have up to Components: V, S, M (a prayer wheel and holy water)
three of its non-instantaneous effects active at a time, and Duration: 1 hour
you can dismiss such an effect as an action.
You touch a creature and stimulate its natural healing
Protection from Energy ability. The target regains 4d8 + 15 hit points. For the
duration of the spell, the target regains 1 hit point at the
3rd-level abjuration
start of each of its turns (10 hit points each minute).
Casting Time: 1 action The target’s severed body members (fingers, legs, tails,
Range: Touch and so on), if any, are restored after 2 minutes. If you
Components: V, S have the severed part and hold it to the stump, the spell
Duration: Concentration, up to 1 hour instantaneously causes the limb to knit to the stump.
For the duration, the willing creature you touch has resis- Remove Curse
tance to one damage type of your choice: acid, cold, fire,
3rd-level abjuration
lightning, or thunder.
Casting Time: 1 action
Raise Dead Range: Touch
5th-level necromancy Components: V, S
Casting Time: 1 hour Duration: Instantaneous
Range: Touch At your touch, all curses affecting one creature or object
Components: V, S, M (a diamond worth at least 500 gp, end. If the object is a cursed magic item, its curse re-
which the spell consumes) mains, but the spell breaks its owner’s attunement to the
Duration: Instantaneous object so it can be removed or discarded.
You return a dead creature you touch to life, provided that Resistance
it has been dead no longer than 10 days. If the creature’s
Abjuration cantrip
soul is both willing and at liberty to rejoin the body, the
creature returns to life with 1 hit point. Casting Time: 1 action
This spell also neutralizes any poisons and cures Range: Touch
nonmagical diseases that affected the creature at the Components: V, S, M (a miniature cloak)
time it died. This spell doesn’t, however, remove magical Duration: Concentration, up to 1 minute
diseases, curses, or similar effects; if these aren’t first re-
You touch one willing creature. Once before the spell
moved prior to casting the spell, they take effect when the
ends, the target can roll a d4 and add the number rolled
creature returns to life. The spell can’t return an undead
to one saving throw of its choice. It can roll the die before
creature to life.
or after making the saving throw. The spell then ends.
This spell closes all mortal wounds, but it doesn’t re-
store missing body parts. If the creature is lacking body Resurrection
parts or organs integral for its survival—its head, for in- 7th-level necromancy
stance—the spell automatically fails.
Casting Time: 1 hour
Coming back from the dead is an ordeal. The target
Range: Touch
takes a −4 penalty to all attack rolls, saving throws, and
Components: V, S, M (a diamond worth at least 1,000 gp,
ability checks. Every time the target finishes a long rest,
which the spell consumes)
the penalty is reduced by 1 until it disappears.
Duration: Instantaneous
Ray of Frost You touch a dead creature that has been dead for no more
Evocation cantrip than a century, that didn’t die of old age, and that isn’t
Casting Time: 1 action undead. If its soul is free and willing, the target returns to
Range: 60 feet life with all its hit points.
Components: V, S This spell neutralizes any poisons and cures normal
Duration: Instantaneous diseases afflicting the creature when it died. It doesn’t,
however, remove magical diseases, curses, and the like; if
A frigid beam of blue-white light streaks toward a crea-
such effects aren’t removed prior to casting the spell, they
ture within range. Make a ranged spell attack against the
afflict the target on its return to life.
target. On a hit, it takes 1d8 cold damage, and its speed is
This spell closes all mortal wounds and restores any
reduced by 10 feet until the start of your next turn.
missing body parts.
The spell’s damage increases by 1d8 when you reach
Coming back from the dead is an ordeal. The target
5th level (2d8), 11th level (3d8), and 17th level (4d8).
takes a −4 penalty to all attack rolls, saving throws, and
Regenerate ability checks. Every time the target finishes a long rest,
the penalty is reduced by 1 until it disappears.
7th-level transmutation
Casting this spell to restore life to a creature that has
Casting Time: 1 minute been dead for one year or longer taxes you greatly. Until
Range: Touch you finish a long rest, you can’t cast spells again, and you
have disadvantage on all attack rolls, ability checks, and
saving throws.
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Revivify At Higher Levels. When you cast this spell using a
3rd-level necromancy spell slot of 3rd level or higher, the damage increases by
1d8 for each slot level above 2nd.
Casting Time: 1 action
Range: Touch Shield
Components: V, S, M (diamonds worth 300 gp, which the
1st-level abjuration
spell consumes)
Casting Time: 1 reaction, which you take when you are
Duration: Instantaneous
hit by an attack or targeted by the magic missile spell
You touch a creature that has died within the last minute. Range: Self
That creature returns to life with 1 hit point. This spell Components: V, S
can’t return to life a creature that has died of old age, nor Duration: 1 round
can it restore any missing body parts.
An invisible barrier of magical force appears and protects
Sacred Flame you. Until the start of your next turn, you have a +5 bonus
Evocation cantrip to AC, including against the triggering attack, and you
take no damage from magic missile.
Casting Time: 1 action
Range: 60 feet Shield of Faith
Components: V, S
1st-level abjuration
Duration: Instantaneous
Casting Time: 1 bonus action
Flame-like radiance descends on a creature that you can
Range: 60 feet
see within range. The target must succeed on a Dexterity
Components: V, S, M (a small parchment with a bit of
saving throw or take 1d8 radiant damage. The target
holy text written on it)
gains no benefit from cover for this saving throw.
Duration: Concentration, up to 10 minutes
The spell’s damage increases by 1d8 when you reach
A shimmering field appears and surrounds a creature of
5th level (2d8), 11th level (3d8), and 17th level (4d8).
your choice within range, granting it a +2 bonus to AC for
Sanctuary the duration.
1st-level abjuration
Shocking Grasp
Casting Time: 1 bonus action
Evocation cantrip
Range: 30 feet
Components: V, S, M (a small silver mirror) Casting Time: 1 action
Duration: 1 minute Range: Touch
Components: V, S
You ward a creature within range against attack. Until
Duration: Instantaneous
the spell ends, any creature who targets the warded crea-
ture with an attack or a harmful spell must first make a Lightning springs from your hand to deliver a shock to
Wisdom saving throw. On a failed save, the creature must a creature you try to touch. Make a melee spell attack
choose a new target or lose the attack or spell. This spell against the target. You have advantage on the attack roll
doesn’t protect the warded creature from area effects, if the target is wearing armor made of metal. On a hit, the
such as the explosion of a fireball. target takes 1d8 lightning damage, and it can’t take reac-
If the warded creature makes an attack, casts a spell tions until the start of its next turn.
that affects an enemy, or deals damage to another crea- The spell’s damage increases by 1d8 when you reach
ture, this spell ends. 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Shatter Silence
2nd-level evocation 2nd-level illusion (ritual)
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 120 feet
Components: V, S, M (a chip of mica) Components: V, S
Duration: Instantaneous Duration: Concentration, up to 10 minutes
A sudden loud ringing noise, painfully intense, erupts For the duration, no sound can be created within or pass
from a point of your choice within range. Each creature through a 20-foot-radius sphere centered on a point you
in a 10-foot-radius sphere centered on that point must choose within range. Any creature or object entirely
make a Constitution saving throw. A creature takes 3d8 inside the sphere is immune to thunder damage, and
thunder damage on a failed save, or half as much damage creatures are deafened while entirely inside it. Casting
on a successful one. A creature made of inorganic mate- a spell that includes a verbal component is impos-
rial such as stone, crystal, or metal has disadvantage on sible there.
this saving throw. Silent Image
A nonmagical object that isn’t being worn or carried
1st-level illusion
also takes the damage if it’s in the spell’s area.
Casting Time: 1 action
Range: 60 feet


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Components: V, S, M (a bit of fleece) Components: V, S, M (burning incense)
Duration: Concentration, up to 10 minutes Duration: 10 minutes
You create the image of an object, a creature, or some You grant the semblance of life and intelligence to a
other visible phenomenon that is no larger than a 15-foot corpse of your choice within range, allowing it to answer
cube. The image appears at a spot within range and lasts the questions you pose. The corpse must still have a
for the duration. The image is purely visual; it isn’t accom- mouth and can’t be undead. The spell fails if the corpse
panied by sound, smell, or other sensory effects. was the target of this spell within the last 10 days.
You can use your action to cause the image to move to Until the spell ends, you can ask the corpse up to five
any spot within range. As the image changes location, questions. The corpse knows only what it knew in life, in-
you can alter its appearance so that its movements ap- cluding the languages it knew. Answers are usually brief,
pear natural for the image. For example, if you create an cryptic, or repetitive, and the corpse is under no compul-
image of a creature and move it, you can alter the image sion to offer a truthful answer if you are hostile to it or it
so that it appears to be walking. recognizes you as an enemy. This spell doesn’t return the
Physical interaction with the image reveals it to be an creature’s soul to its body, only its animating spirit. Thus,
illusion, because things can pass through it. A creature the corpse can’t learn new information, doesn’t compre-
that uses its action to examine the image can determine hend anything that has happened since it died, and can’t
that it is an illusion with a successful Intelligence (Inves- speculate about future events.
tigation) check against your spell save DC. If a creature
discerns the illusion for what it is, the creature can see Spider Climb
through the image. 2nd-level transmutation
Sleep Casting Time: 1 action
Range: Touch
1st-level enchantment
Components: V, S, M (a drop of bitumen and a spider)
Casting Time: 1 action Duration: Concentration, up to 1 hour
Range: 90 feet
Until the spell ends, one willing creature you touch gains
Components: V, S, M (a pinch of fine sand, rose petals,
the ability to move up, down, and across vertical surfaces
or a cricket)
and upside down along ceilings, while leaving its hands
Duration: 1 minute
free. The target also gains a climbing speed equal to its
This spell sends creatures into a magical slumber. Roll walking speed.
5d8; the total is how many hit points of creatures this
spell can affect. Creatures within 20 feet of a point you Spirit Guardians
choose within range are affected in ascending order of 3rd-level conjuration
their current hit points (ignoring unconscious creatures). Casting Time: 1 action
Starting with the creature that has the lowest current Range: Self (15-foot radius)
hit points, each creature affected by this spell falls un- Components: V, S, M (a holy symbol)
conscious until the spell ends, the sleeper takes damage, Duration: Concentration, up to 10 minutes
or someone uses an action to shake or slap the sleeper
You call forth spirits to protect you. They flit around you
awake. Subtract each creature’s hit points from the total
to a distance of 15 feet for the duration. If you are good or
before moving on to the creature with the next lowest hit
neutral, their spectral form appears angelic or fey (your
points. A creature’s hit points must be equal to or less
choice). If you are evil, they appear fiendish.
than the remaining total for that creature to be affected.
When you cast this spell, you can designate any num-
Undead and creatures immune to being charmed aren’t
ber of creatures you can see to be unaffected by it. An
affected by this spell.
affected creature’s speed is halved in the area, and when
At Higher Levels. When you cast this spell using a
the creature enters the area for the first time on a turn
spell slot of 2nd level or higher, roll an additional 2d8 for
or starts its turn there, it must make a Wisdom saving
each slot level above 1st.
throw. On a failed save, the creature takes 3d8 radiant
Spare the Dying damage (if you are good or neutral) or 3d8 necrotic dam-
age (if you are evil). On a successful save, the creature
Necromancy cantrip
takes half as much damage.
Casting Time: 1 action
At Higher Levels. When you cast this spell using a
Range: Touch
spell slot of 4th level or higher, the damage increases by
Components: V, S
1d8 for each slot level above 3rd.
Duration: Instantaneous
Spiritual Weapon
You touch a living creature that has 0 hit points. The
creature becomes stable. This spell has no effect on un- 2nd-level evocation
dead or constructs. Casting Time: 1 bonus action
Speak with Dead Range: 60 feet
3rd-level necromancy
Casting Time: 1 action
Range: 10 feet
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Components: V, S Sunburst
Duration: 1 minute 8th-level evocation
You create a floating, spectral weapon within range that Casting Time: 1 action
lasts for the duration or until you cast this spell again. Range: 150 feet
When you cast the spell, you can make a melee spell Components: V, S, M (fire and a piece of sunstone)
attack against a creature within 5 feet of the weapon. On Duration: Instantaneous
a hit, the target takes force damage equal to 1d8 + your
Brilliant sunlight flashes in a 60-foot radius centered on a
spellcasting ability modifier.
point you choose within range. Each creature in that light
As a bonus action on your turn, you can move the
must make a Constitution saving throw. On a failed save,
weapon up to 20 feet and repeat the attack against a crea-
a creature takes 12d6 radiant damage and is blinded
ture within 5 feet of it.
for 1 minute. On a successful save, it takes half as much
The weapon can take whatever form you choose.
damage and isn’t blinded by this spell. Undead and oozes
Clerics of deities who are associated with a particular
have disadvantage on this saving throw.
weapon (as St. Cuthbert is known for his mace and
A creature blinded by this spell makes another Consti-
Thor for his hammer) make this spell’s effect resemble
tution saving throw at the end of each of its turns. On a
that weapon.
successful save, it is no longer blinded.
At Higher Levels. When you cast this spell using a
This spell dispels any darkness in its area that was cre-
spell slot of 3rd level or higher, the damage increases by
ated by a spell.
1d8 for every two slot levels above the 2nd.
Teleport
Stoneskin
7th-level conjuration
4th-level abjuration
Casting Time: 1 action
Casting Time: 1 action
Range: 10 feet
Range: Touch
Components: V
Components: V, S, M (diamond dust worth 100 gp, which
Duration: Instantaneous
the spell consumes)
Duration: Concentration, up to 1 hour This spell instantly transports you and up to eight willing
creatures of your choice that you can see within range,
This spell turns the flesh of a willing creature you touch
or a single object that you can see within range, to a des-
as hard as stone. Until the spell ends, the target has
tination you select. If you target an object, it must be able
resistance to nonmagical bludgeoning, piercing, and
to fit entirely inside a 10-foot cube, and it can’t be held or
slashing damage.
carried by an unwilling creature.
Suggestion The destination you choose must be known to you, and
it must be on the same plane of existence as you. Your
2nd-level enchantment
familiarity with the destination determines whether you
Casting Time: 1 action
arrive there successfully. The DM rolls d100 and consults
Range: 30 feet
the table.
Components: V, M (a snake’s tongue and either a bit of
Familiarity. “Permanent circle” means a permanent
honeycomb or a drop of sweet oil)
teleportation circle whose sigil sequence you know. “As-
Duration: Concentration, up to 8 hours
sociated object” means that you possess an object taken
You suggest a course of activity (limited to a sentence from the desired destination within the last six months,
or two) and magically influence a creature you can see such as a book from a wizard’s library, bed linen from a
within range that can hear and understand you. Crea- royal suite, or a chunk of marble from a lich’s secret tomb.
tures that can’t be charmed are immune to this effect. “Very familiar” is a place you have been very often, a
The suggestion must be worded in such a manner as to place you have carefully studied, or a place you can see
make the course of action sound reasonable. Asking the when you cast the spell. “Seen casually” is someplace
creature to stab itself, throw itself onto a spear, immo- you have seen more than once but with which you aren’t
late itself, or do some other obviously harmful act ends very familiar. “Viewed once” is a place you have seen
the spell. once, possibly using magic. “Description” is a place
The target must make a Wisdom saving throw. On a whose location and appearance you know through some-
failed save, it pursues the course of action you described one else’s description, perhaps from a map.
to the best of its ability. The suggested course of action “False destination” is a place that doesn’t exist. Per-
can continue for the entire duration. If the suggested ac- haps you tried to scry an enemy’s sanctum but instead
tivity can be completed in a shorter time, the spell ends viewed an illusion, or you are attempting to teleport to a
when the subject finishes what it was asked to do. familiar location that no longer exists.
You can also specify conditions that will trigger a spe- On Target. You and your group (or the target object)
cial activity during the duration. For example, you might appear where you want to.
suggest that a knight give her warhorse to the first beggar Off Target. You and your group (or the target object)
she meets. If the condition isn’t met before the spell ex- appear a random distance away from the destination in
pires, the activity isn’t performed. a random direction. Distance off target is 1d10 × 1d10
If you or any of your companions damage the target, the percent of the distance that was to be traveled. For ex-
spell ends. ample, if you tried to travel 120 miles, landed off target,
and rolled a 5 and 3 on the two d10s, then you would be
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off target by 15 percent, or 18 miles. The DM determines Thunderwave
the direction off target randomly by rolling a d8 and des- 1st-level evocation
ignating 1 as north, 2 as northeast, 3 as east, and so on
Casting Time: 1 action
around the points of the compass. If you were teleporting
Range: Self (15-foot cube)
to a coastal city and wound up 18 miles out at sea, you
Components: V, S
could be in trouble.
Duration: Instantaneous
Similar Area. You and your group (or the target object)
wind up in a different area that’s visually or thematically A wave of thunderous force sweeps out from you. Each
similar to the target area. If you are heading for your creature in a 15-foot cube originating from you must
home laboratory, for example, you might wind up in an- make a Constitution saving throw. On a failed save, a
other wizard’s laboratory or in an alchemical supply shop creature takes 2d8 thunder damage and is pushed 10 feet
that has many of the same tools and implements as your away from you. On a successful save, the creature takes
laboratory. Generally, you appear in the closest similar half as much damage and isn’t pushed.
place, but since the spell has no range limit, you could In addition, unsecured objects that are completely
conceivably wind up anywhere on the plane. within the area of effect are automatically pushed 10 feet
Mishap. The spell’s unpredictable magic results in a away from you by the spell’s effect, and the spell emits a
difficult journey. Each teleporting creature (or the target thunderous boom audible out to 300 feet.
object) takes 3d10 force damage, and the DM rerolls on At Higher Levels. When you cast this spell using a
the table to see where you wind up (multiple mishaps can spell slot of 2nd level or higher, the damage increases by
occur, dealing damage each time). 1d8 for each slot level above 1st.
Time Stop
Similar Off On
Familiarity Mishap Area Target Target 9th-level transmutation
Permanent circle — — — 01–100 Casting Time: 1 action
Associated object — — — 01–100 Range: Self
Very familiar 01–05 06–13 14–24 25–100 Components: V
Seen casually 01–33 34–43 44–53 54–100 Duration: Instantaneous
Viewed once 01–43 44–53 54–73 74–100 You briefly stop the flow of time for everyone but yourself.
Description 01–43 44–53 54–73 74–100 No time passes for other creatures, while you take 1d4 +
False destination 01–50 51–100 — — 1 turns in a row, during which you can use actions and
move as normal.
Thaumaturgy This spell ends if one of the actions you use during this
period, or any effects that you create during this period,
Transmutation cantrip
affects a creature other than you or an object being worn
Casting Time: 1 action or carried by someone other than you. In addition, the
Range: 30 feet spell ends if you move to a place more than 1,000 feet
Components: V from the location where you cast it.
Duration: Up to 1 minute
True Resurrection
You manifest a minor wonder, a sign of supernatural
9th-level necromancy
power, within range. You create one of the following
magical effects within range: Casting Time: 1 hour
Range: Touch
• Your voice booms up to three times as loud as normal
Components: V, S, M (a sprinkle of holy water and
for 1 minute.
diamonds worth at least 25,000 gp, which the
• You cause flames to flicker, brighten, dim, or change
spell consumes)
color for 1 minute.
Duration: Instantaneous
• You cause harmless tremors in the ground
for 1 minute. You touch a creature that has been dead for no longer
• You create an instantaneous sound that originates from than 200 years and that died for any reason except old
a point of your choice within range, such as a rumble of age. If the creature’s soul is free and willing, the creature
thunder, the cry of a raven, or ominous whispers. is restored to life with all its hit points.
• You instantaneously cause an unlocked door or window This spell closes all wounds, neutralizes any poison,
to fly open or slam shut. cures all diseases, and lifts any curses affecting the crea-
• You alter the appearance of your eyes for 1 minute. ture when it died. The spell replaces damaged or missing
organs and limbs. If the creature was undead, it is re-
If you cast this spell multiple times, you can have up to
stored to its non-undead form.
three of its 1-minute effects active at a time, and you can
The spell can even provide a new body if the original
dismiss such an effect as an action.
no longer exists, in which case you must speak the crea-
ture’s name. The creature then appears in an unoccupied
space you choose within 10 feet of you.




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True Seeing It must, however, merge with and be solidly supported
6th-level divination by existing stone. Thus, you can use this spell to bridge a
chasm or create a ramp.
Casting Time: 1 action
If you create a span greater than 20 feet in length, you
Range: Touch
must halve the size of each panel to create supports. You
Components: V, S, M (an ointment for the eyes that costs
can crudely shape the wall to create crenellations, battle-
25 gp; is made from mushroom powder, saffron, and
ments, and so on.
fat; and is consumed by the spell)
The wall is an object made of stone that can be dam-
Duration: 1 hour
aged and thus breached. Each panel has AC 15 and 30
This spell gives the willing creature you touch the ability hit points per inch of thickness. Reducing a panel to 0 hit
to see things as they actually are. For the duration, the points destroys it and might cause connected panels to
creature has truesight, notices secret doors hidden by collapse at the DM’s discretion.
magic, and can see into the Ethereal Plane, all out to a If you maintain your concentration on this spell for its
range of 120 feet. whole duration, the wall becomes permanent and can’t
Wall of Fire be dispelled. Otherwise, the wall disappears when the
spell ends.
4th-level evocation
Warding Bond
Casting Time: 1 action
Range: 120 feet 2nd-level abjuration
Components: V, S, M (a small piece of phosphorus) Casting Time: 1 action
Duration: Concentration, up to 1 minute Range: Touch
Components: V, S, M (a pair of platinum rings worth at
You create a wall of fire on a solid surface within range.
least 50 gp each, which you and the target must wear
You can make the wall up to 60 feet long, 20 feet high,
for the duration)
and 1 foot thick, or a ringed wall up to 20 feet in diame-
Duration: 1 hour
ter, 20 feet high, and 1 foot thick. The wall is opaque and
lasts for the duration. This spell wards a willing creature you touch and creates
When the wall appears, each creature within its area a mystic connection between you and the target until the
must make a Dexterity saving throw. On a failed save, a spell ends. While the target is within 60 feet of you, it
creature takes 5d8 fire damage, or half as much damage gains a +1 bonus to AC and saving throws, and it has re-
on a successful save. sistance to all damage. Also, each time it takes damage,
One side of the wall, selected by you when you cast this you take the same amount of damage.
spell, deals 5d8 fire damage to each creature that ends its The spell ends if you drop to 0 hit points or if you and
turn within 10 feet of that side or inside the wall. A crea- the target become separated by more than 60 feet. It also
ture takes the same damage when it enters the wall for ends if the spell is cast again on either of the connected
the first time on a turn or ends its turn there. The other creatures. You can also dismiss the spell as an action.
side of the wall deals no damage.
At Higher Levels. When you cast this spell using a Web
spell slot of 5th level or higher, the damage increases by 2nd-level conjuration
1d8 for each slot level above 4th.
Casting Time: 1 action
Wall of Stone Range: 60 feet
Components: V, S, M (a bit of spiderweb)
5th-level evocation
Duration: Concentration, up to 1 hour
Casting Time: 1 action
You conjure a mass of thick, sticky webbing at a point of
Range: 120 feet
your choice within range. The webs fill a 20-foot cube
Components: V, S, M (a small block of granite)
from that point for the duration. The webs are difficult
Duration: Concentration, up to 10 minutes
terrain and lightly obscure their area.
A nonmagical wall of solid stone springs into existence If the webs aren’t anchored between two solid masses
at a point you choose within range. The wall is 6 inches (such as walls or trees) or layered across a floor, wall, or
thick and is composed of ten 10-foot-by-10-foot panels. ceiling, the conjured web collapses on itself, and the spell
Each panel must be contiguous with at least one other ends at the start of your next turn. Webs layered over a
panel. Alternatively, you can create 10-foot-by-20-foot pan- flat surface have a depth of 5 feet.
els that are only 3 inches thick. Each creature that starts its turn in the webs or that
If the wall cuts through a creature’s space when it ap- enters them during its turn must make a Dexterity saving
pears, the creature is pushed to one side of the wall (your throw. On a failed save, the creature is restrained as long
choice). If a creature would be surrounded on all sides by as it remains in the webs or until it breaks free.
the wall (or the wall and another solid surface), that crea- A creature restrained by the webs can use its action to
ture can make a Dexterity saving throw. On a success, it make a Strength check against your spell save DC. If it
can use its reaction to move up to its speed so that it is no succeeds, it is no longer restrained.
longer enclosed by the wall. The webs are flammable. Any 5-foot cube of webs
The wall can have any shape you desire, though it can’t exposed to fire burns away in 1 round, dealing 2d4 fire
occupy the same space as a creature or object. The wall damage to any creature that starts its turn in the fire.
doesn’t need to be vertical or rest on any firm foundation.

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Part 4

Dungeon Master’s Tools
















RICHARD WHITTERS






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Chapter 12: Monsters



As the Dungeon Master, you have a vast array of such as modrons, are constructs shaped from the
resources available to you to make the game exciting raw material of the plane by the will of more powerful
and fun for the players—and monsters are at the top of creatures.
the list. A monster is defined as any creature that can be Dragons are large reptilian creatures of ancient origin
interacted with and potentially fought and killed. Even and tremendous power. True dragons, including the good
something as harmless as a frog or as benevolent as a metallic dragons and the evil chromatic dragons, are
unicorn is a monster by this definition. The term also highly intelligent and have innate magic. Also in this cat-
applies to humans, elves, dwarves, and other folk who egory are creatures distantly related to true dragons, but
might be friends or rivals to the player characters. less powerful, less intelligent, and less magical, such as
This chapter presents a wide selection of ready-to- wyverns and pseudodragons.
play monsters—a sample of what can be found in the Elementals are creatures native to the elemental
Monster Manual. Each description uses a standardized planes. Some creatures of this type are little more than
format that clearly explains the monster’s capabilities. animate masses of their respective elements, including
Guidelines for understanding the information found in a the creatures simply called elementals. Others have
monster’s statistics are given below. biological forms infused with elemental energy. The
races of genies, including djinn and efreet, form the most
Statistics important civilizations on the elemental planes. Other
elemental creatures include azers, invisible stalkers, and
A monster’s statistics, sometimes referred to as its stat
water weirds.
block, provide the essential information that you need to
Fey are magical creatures closely tied to the forces of
run the monster.
nature. They dwell in twilight groves and misty forests.
Size In some worlds, they are closely tied to the Feywild, also
called the Plane of Faerie. Some are also found in the
A monster can be Tiny, Small, Medium, Large, Huge, or Outer Planes, particularly the planes of Arborea and the
Gargantuan. See chapter 9 of this document for more in- Beastlands. Fey include dryads, pixies, and satyrs.
formation on creature size and space. Fiends are creatures of wickedness that are native
Type to the Lower Planes. A few are the servants of deities,
but many more labor under the leadership of archdevils
A monster’s type speaks to its fundamental nature. Cer- and demon princes. Evil priests and mages sometimes
tain spells, magic items, class features, and other effects summon fiends to the material world to do their bidding.
in the game interact in special ways with creatures of a If an evil celestial is a rarity, a good fiend is almost in-
particular type. For example, an arrow of dragon slaying conceivable. Fiends include demons, devils, hell hounds,
deals extra damage not only to dragons but also other rakshasas, and yugoloths.
creatures of the dragon type, such as dragon turtles Giants tower over humans and their kind. They are
and wyverns. humanlike in shape, though some have multiple heads
The game includes the following monster types, which (ettins) or deformities (fomorians). The six varieties of
have no rules of their own. true giant are hill giants, stone giants, frost giants, fire
Aberrations are utterly alien beings. Many of them giants, cloud giants, and storm giants. Besides these,
have innate magical abilities drawn from the creature’s creatures such as ogres and trolls are giants.
alien mind rather than the mystical forces of the world. Humanoids are the main peoples of the D&D world,
The quintessential aberrations are aboleths, beholders, both civilized and savage, including humans and a tre-
mind flayers, and slaadi. mendous variety of other species. They have language
Beasts are nonhumanoid creatures that are a natural and culture, few if any innate magical abilities (though
part of the fantasy ecology. Some of them have magical most humanoids can learn spellcasting), and a bipedal
powers, but most are unintelligent and lack any society form. The most common humanoid races are the ones
or language. Beasts include all varieties of ordinary ani- most suitable as player characters: humans, dwarves,
mals, dinosaurs, and giant versions of animals. elves, and halflings. Almost as numerous but far more
Celestials are creatures native to the Upper Planes. savage and brutal, and almost uniformly evil, are the
Many of them are the servants of deities, employed as races of goblinoids (goblins, hobgoblins, and bugbears),
messengers or agents in the mortal realm and through- orcs, gnolls, lizardfolk, and kobolds.
out the planes. Celestials are good by nature, so the Monstrosities are monsters in the strictest sense—
exceptional celestial who strays from a good alignment frightening creatures that are not ordinary, not truly
is a horrifying rarity. Celestials include angels, couatls, natural, and almost never benign. Some are the results of
and pegasi. magical experimentation gone awry (such as owlbears),
Constructs are made, not born. Some are programmed and others are the product of terrible curses (including
by their creators to follow a simple set of instructions, minotaurs and yuan-ti). They defy categorization, and in
while others are imbued with sentience and capable of some sense serve as a catch-all category for creatures
independent thought. Golems are the iconic constructs. that don’t fit into any other type.
Many creatures native to the outer plane of Mechanus,


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Hit Points
Oozes are gelatinous creatures that rarely have a fixed
shape. They are mostly subterranean, dwelling in caves
A monster usually dies or is destroyed when it drops
and dungeons and feeding on refuse, carrion, or crea-
to 0 hit points. For more on hit points, see chapter 1 of
tures unlucky enough to get in their way. Black puddings
this document.
and gelatinous cubes are among the most recogniz-
A monster’s hit points are presented both as a die
able oozes.
expression and as an average number. For example, a
Plants in this context are vegetable creatures, not or-
monster with 2d8 hit points has 9 hit points on aver-
dinary flora. Most of them are ambulatory, and some are
age (2 × 4½).
carnivorous. The quintessential plants are the shambling
A monster’s size determines the die used to calculate
mound and the treant. Fungal creatures such as the gas
its hit points, as shown in the Hit Dice by Size table.
spore and the myconid also fall into this category.
Undead are once-living creatures brought to a horrify-
Hit Dice by Size
ing state of undeath through the practice of necromantic
magic or some unholy curse. Undead include walking Monster Size Hit Die Average HP per Die
corpses, such as vampires and zombies, as well as bodi- Tiny d4 2½
less spirits, such as ghosts and specters. Small d6 3½
Tags Medium d8 4½
Large d10 5½
A monster might have one or more tags appended to its
Huge d12 6½
type, in parentheses. For example, an orc has the human-
Gargantuan d20 10½
oid (orc) type. The parenthetical tags provide additional
categorization for certain creatures. The tags have no
rules of their own, but something in the game, such as A monster’s Constitution modifier also affects the
a magic item, might refer to them. For instance, a spear number of hit points it has. Its Constitution modifier is
that is especially effective at fighting demons would work multiplied by the number of Hit Dice it possesses, and
against any monster that has the demon tag. the result is added to its hit points. For example, if a mon-
ster has a Constitution of 12 (+1 modifier) and 2d8 Hit
Alignment Dice, it has 2d8 + 2 hit points (average 11).
A monster’s alignment provides a clue to its disposition Speed
and how it behaves in a roleplaying or combat situation.
For example, a chaotic evil monster might be difficult A monster’s speed tells you how far it can move on its
to reason with and might attack characters on sight, turn. For more information on speed, see chapter 8 and
whereas a neutral monster might be willing to negotiate. chapter 9 of this document.
See chapter 4 of this document for descriptions of the All creatures have a walking speed, simply called the
different alignments. monster’s speed. Creatures that have no form of ground-
The alignment specified in a monster’s stat block is based locomotion have a walking speed of 0 feet.
the default. Feel free to depart from it and change a mon- Some creatures have one or more of the following addi-
ster’s alignment to suit the needs of your campaign. If you tional movement modes.
want a good-aligned green dragon or an evil storm giant, Burrow
there’s nothing stopping you.
A monster that has a burrowing speed can use that speed
Some creatures can have any alignment. In other
to move through sand, earth, mud, or ice. A monster can’t
words, you choose the monster’s alignment. Some mon-
burrow through solid rock unless it has a special trait
ster’s alignment entry indicates a tendency or aversion
that allows it to do so.
toward law, chaos, good, or evil. For example, a berserker
can be any chaotic alignment (chaotic good, chaotic neu- Climb
tral, or chaotic evil), as befits its wild nature.
A monster that has a climbing speed can use all or part of
Many creatures of low intelligence have no compre-
its movement to move on vertical surfaces. The monster
hension of law or chaos, good or evil. They don’t make
doesn’t need to spend extra movement to climb.
moral or ethical choices, but rather act on instinct. These
creatures are unaligned, which means they don’t have an Fly
alignment.
A monster that has a flying speed can use all or part of
Armor Class its movement to fly. Some monsters have the ability to
hover, which makes them hard to knock out of the air (as
A monster that wears armor or carries a shield has an Ar- explained in the rules on flying in chapter 9 of this docu-
mor Class (AC) that takes its armor, shield, and Dexterity ment). Such a monster stops hovering when it dies.
into account. Otherwise, a monster’s AC is based on its
Dexterity modifier and natural armor, if any. If a monster Swim
has natural armor, wears armor, or carries a shield, this A monster that has a swimming speed doesn’t need to
is noted in parentheses after its AC value. spend extra movement to swim.






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Ability Scores magic item, or another magical source). In addition, some
creatures are immune to certain conditions.
Every monster has six ability scores (Strength, Dexterity,
Constitution, Intelligence, Wisdom, and Charisma) and Senses
corresponding modifiers. For more information on abil-
The Senses entry notes a monster’s passive Wisdom
ity scores and how they’re used in play, see chapter 7 of
(Perception) score, as well as any special senses the mon-
this document.
ster might have. Special senses are described below.
Saving Throws Blindsight
The Saving Throws entry is reserved for creatures that A monster with blindsight can perceive its surroundings
are adept at resisting certain kinds of effects. For exam- without relying on sight, within a specific radius.
ple, a creature that isn’t easily charmed or frightened Creatures without eyes, such as grimlocks and gray
might gain a bonus on its Wisdom saving throws. Most oozes, typically have this special sense, as do creatures
creatures don’t have special saving throw bonuses, in with echolocation or heightened senses, such as bats and
which case this section is absent. true dragons.
A saving throw bonus is the sum of a monster’s relevant If a monster is naturally blind, it has a parenthetical
ability modifier and its proficiency bonus, which is deter- note to this effect, indicating that the radius of its blind-
mined by the monster’s challenge rating (as shown in the sight defines the maximum range of its perception.
Proficiency Bonus by Challenge Rating table).
Darkvision
Proficiency Bonus by Challenge Rating A monster with darkvision can see in the dark within a
Proficiency Proficiency specific radius. The monster can see in dim light within
Challenge Bonus Challenge Bonus the radius as if it were bright light, and in darkness as
0 +2 14 +5 if it were dim light. The monster can’t discern color in
darkness, only shades of gray. Many creatures that live
1/8 +2 15 +5
underground have this special sense.
1/4 +2 16 +5
1/2 +2 17 +6 Tremorsense
1 +2 18 +6 A monster with tremorsense can detect and pinpoint the
2 +2 19 +6 origin of vibrations within a specific radius, provided
3 +2 20 +6 that the monster and the source of the vibrations are in
4 +2 21 +7 contact with the same ground or substance. Tremorsense
5 +3 22 +7 can’t be used to detect flying or incorporeal creatures.
6 +3 23 +7 Many burrowing creatures, such as ankhegs and umber
7 +3 24 +7 hulks, have this special sense.
8 +3 25 +8 Truesight
9 +4 26 +8
A monster with truesight can, out to a specific range, see
10 +4 27 +8 in normal and magical darkness, see invisible creatures
11 +4 28 +8 and objects, automatically detect visual illusions and
12 +4 29 +9 succeed on saving throws against them, and perceive
13 +5 30 +9 the original form of a shapechanger or a creature that is
transformed by magic. Furthermore, the monster can see
Skills into the Ethereal Plane within the same range.
Languages
The Skills entry is reserved for monsters that are profi-
cient in one or more skills. For example, a monster that is
The languages that a monster can speak are listed in al-
very perceptive and stealthy might have bonuses to Wis-
phabetical order. Sometimes a monster can understand a
dom (Perception) and Dexterity (Stealth) checks.
language but can’t speak it, and this is noted in its entry.
A skill bonus is the sum of a monster’s relevant ability
A “—” indicates that a creature neither speaks nor under-
modifier and its proficiency bonus, which is determined
stands any language.
by the monster’s challenge rating (as shown in the Profi-
ciency Bonus by Challenge Rating table). Other modifiers Telepathy
might apply. For instance, a monster might have a larg-
Telepathy is a magical ability that allows a monster to
er-than-expected bonus (usually double its proficiency
communicate mentally with another creature within a
bonus) to account for its heightened expertise.
specified range. The contacted creature doesn’t need to
Vulnerabilities, Resistances, share a language with the monster to communicate in
and Immunities this way with it, but it must be able to understand at least
one language. A creature without telepathy can receive
Some creatures have vulnerability, resistance, or immu- and respond to telepathic messages but can’t initiate or
nity to certain types of damage. Particular creatures are terminate a telepathic conversation.
even resistant or immune to damage from nonmagical at- A telepathic monster doesn’t need to see a contacted
tacks (a magical attack is an attack delivered by a spell, a creature and can end the telepathic contact at any time.
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Special Traits
The contact is broken as soon as the two creatures are
no longer within range of each other or if the telepathic Special traits (which appear after a monster’s challenge
monster contacts a different creature within range. A rating but before any actions or reactions) are character-
telepathic monster can initiate or terminate a telepathic istics that are likely to be relevant in a combat encounter
conversation without using an action, but while the mon- and that require some explanation.
ster is incapacitated, it can’t initiate telepathic contact,
and any current contact is terminated. Innate Spellcasting
A creature within the area of an antimagic field or in A monster with the innate ability to cast spells has the
any other location where magic doesn’t function can’t Innate Spellcasting special trait. Unless noted otherwise,
send or receive telepathic messages. an innate spell of 1st level or higher is always cast at its
Challenge lowest possible level and can’t be cast at a higher level.
If a monster has a cantrip where its level matters and no
A monster’s challenge rating tells you how great a threat level is given, use the monster’s challenge rating.
the monster is, according to the encounter-building An innate spell can have special rules or restrictions.
guidelines in chapter 13 of this document. Those guide- For example, a drow mage can innately cast the levitate
lines specify the number of adventurers of a certain level spell, but the spell has a “self only” restriction, which
that should be able to defeat a monster of a particular means that the spell affects only the drow mage.
challenge rating without suffering any deaths. A monster’s innate spells can’t be swapped out with
Monsters that are significantly weaker than 1st-level other spells. If a monster’s innate spells don’t require at-
characters have a challenge rating lower than 1. Mon- tack rolls, no attack bonus is given for them.
sters with a challenge rating of 0 are insignificant except Spellcasting
in large numbers; those with no effective attacks are
A monster with the Spellcasting class feature has a spell-
worth no experience points, while those that have attacks
caster level and spell slots, which it uses to cast its spells
are worth 10 XP each.
of 1st level and higher (as explained in chapter 10 of this
Some monsters present a greater challenge than even a
document). The spellcaster level is also used for any can-
typical 20th-level party can handle. These monsters have
trips included in the feature.
a challenge rating of 21 or higher and are specifically de-
The monster has a list of spells known or prepared
signed to test player skill.
from a particular class. The list might also include spells
Experience Points from a feature in that class, such as the Divine Domain
The number of experience points (XP) a monster is worth feature of the cleric. The monster is considered a mem-
is based on its challenge rating. Typically, XP is awarded ber of that class when attuning to or using a magic item
for defeating the monster, although the DM may also that requires membership in the class or access to its
award XP for neutralizing the threat posed by the mon- spell list.
ster in some other manner. A monster can cast a spell from its list at a higher level
Unless something tells you otherwise, a monster sum- if it has the spell slot to do so. For example, a drow mage
moned by a spell or other magical ability is worth the XP with the 3rd-level lightning bolt spell can cast it as a 5th-
noted in its stat block. level spell by using one of its 5th-level spell slots.
The guidelines in chapter 13 of this document explain You can change the spells that a monster knows or has
how to create encounters using XP budgets, as well as prepared, replacing any spell on a monster’s spell list
how to adjust an encounter’s difficulty. with a different spell of the same level and from the same
class list. If you do so, you might cause the monster to
Experience Points by Challenge Rating be a greater or lesser threat than suggested by its chal-
lenge rating.
Challenge XP Challenge XP
0 0 or 10 14 11,500 Actions
1/8 25 15 13,000
When a monster takes its action, it can choose from
1/4 50 16 15,000 the options in the Actions section of its stat block or
1/2 100 17 18,000 use one of the actions available to all creatures, such
1 200 18 20,000 as the Dash or Hide action, as described in chapter 9 of
2 450 19 22,000 this document.
3 700 20 25,000
4 1,100 21 33,000 Melee and Ranged Attacks
5 1,800 22 41,000 The most common actions that a monster will take in
6 2,300 23 50,000 combat are melee and ranged attacks. These can be spell
7 2,900 24 62,000 attacks or weapon attacks, where the “weapon” might be
a manufactured item or a natural weapon, such as a claw
8 3,900 25 75,000
or tail spike. For more information on different kinds of
9 5,000 26 90,000
attacks, see chapter 9 of this document.
10 5,900 27 105,000
Creature vs. Target. The target of a melee or ranged
11 7,200 28 120,000
attack is usually either one creature or one target, the
12 8,400 29 135,000 difference being that a “target” can be a creature or
13 10,000 30 155,000 an object.
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Equipment
Hit. Any damage dealt or other effects that occur as
a result of an attack hitting a target are described after
A stat block rarely refers to equipment, other than armor
the “Hit” notation. You have the option of taking average
or weapons used by a monster. A creature that customar-
damage or rolling the damage; for this reason, both the
ily wears clothes, such as a humanoid, is assumed to be
average damage and the die expression are presented.
dressed appropriately.
Miss. If an attack has an effect that occurs on a miss,
You can equip monsters with additional gear and trin-
that information is presented after the “Miss:” notation.
kets however you like, using chapter 5 of this document
Multiattack for inspiration, and you decide how much of a monster’s
A creature that can make multiple attacks on its turn has equipment is recoverable after the creature is slain and
the Multiattack ability. A creature can’t use Multiattack whether any of that equipment is still usable. A battered
when making an opportunity attack, which must be a sin- suit of armor made for a monster is rarely usable by
gle melee attack. someone else, for instance.
If a spellcasting monster needs material components
Ammunition to cast its spells, assume that it has the material compo-
A monster carries enough ammunition to make its nents it needs to cast the spells in its stat block.
ranged attacks. You can assume that a monster has 2d4
pieces of ammunition for a thrown weapon attack, and Legendary Creatures
2d10 pieces of ammunition for a projectile weapon such
A legendary creature can do things that ordinary crea-
as a bow or crossbow.
tures can’t. It can take special actions outside its turn,
Reactions and it might exert magical influence for miles around.
If a creature assumes the form of a legendary creature,
If a monster can do something special with its reaction, such as through a spell, it doesn’t gain that form’s legend-
that information is contained here. If a creature has no ary actions, lair actions, or regional effects.
special reaction, this section is absent.
Legendary Actions
Limited Usage
A legendary creature can take a certain number of
Some special abilities have restrictions on the number of special actions—called legendary actions—outside its
times they can be used. turn. Only one legendary action option can be used at
X/Day. The notation “X/Day” means a special ability a time and only at the end of another creature’s turn. A
can be used X number of times and that a monster must creature regains its spent legendary actions at the start
finish a long rest to regain expended uses. For example, of its turn. It can forgo using them, and it can’t use them
“1/Day” means a special ability can be used once and that while incapacitated or otherwise unable to take actions.
the monster must finish a long rest to use it again. If surprised, it can’t use them until after its first turn in
Recharge X–Y. The notation “Recharge X–Y” means a the combat.
monster can use a special ability once and that the ability
then has a random chance of recharging during each A Legendary Creature’s Lair
subsequent round of combat. At the start of each of the
A legendary creature might have a section describing
monster’s turns, roll a d6. If the roll is one of the numbers
its lair and the special effects it can create while there,
in the recharge notation, the monster regains the use of
either by act of will or simply by being present. Not all
the special ability. The ability also recharges when the
legendary creatures have lairs. This section applies only
monster finishes a short or long rest.
to legendary creatures that spend a great deal of time in
For example, “Recharge 5–6” means a monster can
their lairs and are most likely to be encountered there.
use the special ability once. Then, at the start of the mon-
ster’s turn, it regains the use of that ability if it rolls a 5 or Lair Actions
6 on a d6.
If a legendary creature has lair actions, it can use them
Recharge after a Short or Long Rest. This notation
to harness the ambient magic in its lair. On initiative
means that a monster can use a special ability once and
count 20 (losing all initiative ties), it can use one of its lair
then must finish a short or long rest to use it again.
action options. It can’t do so while incapacitated or other-
wise unable to take actions. If surprised, it can’t use one
Grapple Rules for Monsters until after its first turn in the combat.
Many monsters have special attacks that allow them to
quickly grapple prey. When a monster hits with such an Regional Effects
attack, it doesn’t need to make an additional ability check to The mere presence of a legendary creature can have
determine whether the grapple succeeds, unless the attack strange and wondrous effects on its environment, as
says otherwise. noted in this section. Regional effects end abruptly or dis-
A creature grappled by the monster can use its action sipate over time when the legendary creature dies.
to try to escape. To do so, it must succeed on a Strength
(Athletics) or Dexterity (Acrobatics) check against the
escape DC in the monster’s stat block. If no escape DC
is given, assume the DC is 10 + the monster’s Strength
(Athletics) modifier.

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Monster Stat Blocks



The odor of sulfur and pumice surrounds a red dragon,
Adult Red Dragon whose swept-back horns and spinal frill define its silhou-
Huge dragon, chaotic evil ette. Its beaked snout vents smoke at all times, and its
eyes dance with flame when it is angry.
Armor Class 19 (natural armor)
Hit Points 256 (19d12 + 133) A Red Dragon’s Lair
Speed 40 ft., climb 40 ft., fly 80 ft.
Red dragons lair in high mountains or hills, dwelling in
caverns under snow-capped peaks, or within the deep
STR DEX CON INT WIS CHA
27 (+8) 10 (+0) 25 (+7) 16 (+3) 13 (+1) 21 (+5) halls of abandoned mines and dwarven strongholds.
Caves with volcanic or geothermal activity are the most
Saving Throws Dex +6, Con +13, Wis +7, Cha +11 highly prized red dragon lairs, creating hazards that hin-
Skills Perception +13, Stealth +6 der intruders and letting searing heat and volcanic gases
Damage Immunities fire wash over a dragon as it sleeps.
Senses blindsight 60 ft., darkvision 120 ft., passive With its hoard well protected deep within the lair, a red
Perception 23 dragon spends as much of its time outside the mountain
Languages Common, Draconic as in it. For a red dragon, the great heights of the world
Challenge 17 (18,000 XP) are the throne from which it can look out to survey all it
controls—and the wider world it seeks to control.
Legendary Resistance (3/Day). If the dragon fails a saving Throughout the lair complex, servants erect monu-
throw, it can choose to succeed instead. ments to the dragon’s power, telling the grim story of
its life, the enemies it has slain, and the nations it has
Actions conquered.
Multiattack. The dragon can use its Frightful Presence. Lair Actions
It then makes three attacks: one with its bite and two
with its claws. On initiative count 20 (losing initiative ties), the dragon
takes a lair action to cause one of the following effects;
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. the dragon can’t use the same effect two rounds in a row:
Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.
• Magma erupts from a point on the ground the dragon
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. can see within 120 feet of it, creating a 20-foot-high,
Hit: 15 (2d6 + 8) slashing damage. 5-foot-radius geyser. Each creature in the geyser’s area
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. must make a DC 15 Dexterity saving throw, taking
Hit: 17 (2d8 + 8) bludgeoning damage. 21 (6d6) fire damage on a failed save, or half as much
damage on a successful one.
Frightful Presence. Each creature of the dragon’s choice that • A tremor shakes the lair in a 60-foot radius around the
is within 120 feet of the dragon and aware of it must succeed dragon. Each creature other than the dragon on the
on a DC 19 Wisdom saving throw or become frightened for 1 ground in that area must succeed on a DC 15 Dexterity
minute. A creature can repeat the saving throw at the end of saving throw or be knocked prone.
each of its turns, ending the effect on itself on a success. If a
creature’s saving throw is successful or the effect ends for it, • Volcanic gases form a cloud in a 20-foot-radius sphere
the creature is immune to the dragon’s Frightful Presence for centered on a point the dragon can see within 120 feet
the next 24 hours. of it. The sphere spreads around corners, and its area
is lightly obscured. It lasts until initiative count 20 on
Fire Breath (Recharge 5–6). The dragon exhales fire in a the next round. Each creature that starts its turn in the
60-foot cone. Each creature in that area must make a DC 21 cloud must succeed on a DC 13 Constitution saving
Dexterity saving throw, taking 63 (18d6) fire damage on a throw or be poisoned until the end of its turn. While
failed save, or half as much damage on a successful one. poisoned in this way, a creature is incapacitated.
Legendary Actions Regional Effects
The dragon can take 3 legendary actions, choosing from the The region containing a legendary red dragon’s lair is
options below. Only one legendary action option can be used warped by the dragon’s magic, which creates one or more
at a time and only at the end of another creature’s turn. The of the following effects:
dragon regains spent legendary actions at the start of its turn.
• Small earthquakes are common within 6 miles of the
Detect. The dragon makes a Wisdom (Perception) check. dragon’s lair.
Tail Attack. The dragon makes a tail attack. • Water sources within 1 mile of the lair are supernatu-
Wing Attack (Costs 2 Actions). The dragon beats its wings. rally warm and tainted by sulfur.
Each creature within 10 feet of the dragon must succeed • Rocky fissures within 1 mile of the dragon’s lair form
on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) portals to the Elemental Plane of Fire, allowing crea-
bludgeoning damage and be knocked prone. The dragon
can then fly up to half its flying speed. tures of elemental fire into the world to dwell nearby.
If the dragon dies, these effects fade over the course of
1d10 days.

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Air Elemental Pounce. If the allosaurus moves at least 30 feet straight

Large elemental, neutral toward a 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 be knocked prone. If the target is prone,
Armor Class 15 the allosaurus can make one bite attack against it as a
Hit Points 90 (12d10 + 24)
Speed 0 ft., fly 90 ft. (hover) bonus action.
Actions
STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 14 (+2) 6 (−2) 10 (+0) 6 (−2) Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 15 (2d10 + 4) piercing damage.
Damage Resistances lightning, thunder; bludgeoning, Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
piercing, and slashing from nonmagical attacks
Damage Immunities poison Hit: 8 (1d8 + 4) slashing damage.
Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious The allosaurus is a predatory dinosaur of great size,
Senses darkvision 60 ft., passive Perception 10 strength, and speed. It can run down almost any prey
Languages Auran over open ground, pouncing to pull creatures down with
Challenge 5 (1,800 XP) its wicked claws.

Air Form. The elemental can enter a hostile creature’s space
and stop there. It can move through a space as narrow as 1 Animated Armor
inch wide without squeezing. Medium construct, unaligned
Actions Armor Class 18 (natural armor)
Multiattack. The elemental makes two slam attacks. Hit Points 33 (6d8 + 6)
Speed 25 ft.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) bludgeoning damage. STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 13 (+1) 1 (−5) 3 (−4) 1 (−5)
Whirlwind (Recharge 4–6). Each creature in the elemental’s
space must make a DC 13 Strength saving throw. On a failure,
a target takes 15 (3d8 + 2) bludgeoning damage and is flung Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened,
up 20 feet away from the elemental in a random direction and exhaustion, frightened, paralyzed, petrified, poisoned
knocked prone. If a thrown target strikes an object, such as a Senses blindsight 60 ft. (blind beyond this radius),
wall or floor, the target takes 3 (1d6) bludgeoning damage for passive Perception 6
every 10 feet it was thrown. If the target is thrown at another Languages —
creature, that creature must succeed on a DC 13 Dexterity Challenge 1 (200 XP)
saving throw or take the same damage and be knocked prone.
If the saving throw is successful, the target takes half the
bludgeoning damage and isn’t flung away or knocked prone. Antimagic Susceptibility. The armor is incapacitated while in
the area of an antimagic field. If targeted by dispel magic, the
armor must succeed on a Constitution saving throw against
An air elemental is a funneling cloud of whirling air the caster’s spell save DC or fall unconscious for 1 minute.
with a vague semblance of a face. It can turn itself into
False Appearance. While the armor remains motionless, it is
a screaming cyclone, creating a whirlwind that batters
indistinguishable from a normal suit of armor.
creatures even as it flings them away.
Actions
Allosaurus Multiattack. The armor makes two melee attacks.

Large beast, unaligned Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) bludgeoning damage.
Armor Class 13 (natural armor)
Hit Points 51 (6d10 + 18)
Speed 60 ft. This suit of magically animated plate armor clamors as it
moves, banging and grinding like the vengeful spirit of a
STR DEX CON INT WIS CHA fallen knight.
19 (+4) 13 (+1) 17 (+3) 2 (−4) 12 (+1) 5 (−3)

Skills Perception +5
Senses passive Perception 15
Languages —
Challenge 2 (450 XP)






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Ankylosaurus Awakened Shrub

Huge beast, unaligned Small plant, unaligned
Armor Class 15 (natural armor) Armor Class 9
Hit Points 68 (8d12 + 16) Hit Points 10 (3d6)
Speed 30 ft. Speed 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 15 (+2) 2 (−4) 12 (+1) 5 (−3) 3 (−4) 8 (−1) 11 (+0) 10 (+0) 10 (+0) 6 (−2)

Senses passive Perception 11 Damage Vulnerabilities fire
Languages — Damage Resistances piercing
Challenge 3 (700 XP) Senses passive Perception 10
Languages one language known by its creator
Challenge 0 (10 XP)
Actions
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. False Appearance. While the shrub remains motionless, it is
Hit: 18 (4d6 + 4) bludgeoning damage. If the target is a indistinguishable from a normal shrub.
creature, it must succeed on a DC 14 Strength saving throw
or be knocked prone. Actions
Rake. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
Thick armor plating covers the body of the plant-eating Hit: 1 (1d4 − 1) slashing damage.
dinosaur ankylosaurus, which defends itself against
predators with a knobbed tail that delivers a devastat-
An awakened shrub is an ordinary shrub given sentience
ing strike.
and mobility by magic.
Ape Awakened Tree
Medium beast, unaligned
Huge plant, unaligned
Armor Class 12 Armor Class 13 (natural armor)
Hit Points 19 (3d8 + 6) Hit Points 59 (7d12 + 14)
Speed 30 ft., climb 30 ft.
Speed 20 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 6 (−2) 12 (+1) 7 (−2)
19 (+4) 6 (−2) 15 (+2) 10 (+0) 10 (+0) 7 (−2)
Skills Athletics +5, Perception +3 Damage Vulnerabilities fire
Senses passive Perception 13 Damage Resistances bludgeoning, piercing
Languages — Senses passive Perception 10
Challenge 1/2 (100 XP)
Languages one language known by its creator
Challenge 2 (450 XP)
Actions

Multiattack. The ape makes two fist attacks. False Appearance. While the tree remains motionless, it is
indistinguishable from a normal tree.
Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) bludgeoning damage. Actions
Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
target. Hit: 6 (1d6 + 3) bludgeoning damage. Hit: 14 (3d6 + 4) bludgeoning damage.




An awakened tree is an ordinary tree given sentience and
mobility by magic.













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Axe Beak Actions

Large beast, unaligned Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 1 piercing damage.
Armor Class 11
Hit Points 19 (3d10 + 3)
Speed 50 ft.
Banshee
STR DEX CON INT WIS CHA Medium undead, chaotic evil
14 (+2) 12 (+1) 12 (+1) 2 (−4) 10 (+0) 5 (−3)
Armor Class 12
Senses passive Perception 10 Hit Points 58 (13d8)
Languages — Speed 0 ft., fly 40 ft. (hover)
Challenge 1/4 (50 XP)
STR DEX CON INT WIS CHA
Actions 1 (−5) 14 (+2) 10 (+0) 12 (+1) 11 (+0) 17 (+3)
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Saving Throws Wis +2, Cha +5
Hit: 6 (1d8 + 2) slashing damage. Damage Resistances acid, fire, lightning, thunder;
bludgeoning, piercing, and slashing from
nonmagical attacks
An axe beak is a tall flightless bird with strong legs, a
Damage Immunities cold, necrotic, poison
wedge-shaped beak, and a nasty disposition.
Condition Immunities charmed, exhaustion, frightened,
grappled, paralyzed, petrified, poisoned, prone, restrained
Baboon Senses darkvision 60 ft., passive Perception 10
Languages Common, Elvish
Small beast, unaligned Challenge 4 (1,100 XP)
Armor Class 12
Hit Points 3 (1d6) Detect Life. The banshee can magically sense the presence of
Speed 30 ft., climb 30 ft. creatures up to 5 miles away that aren’t undead or constructs.
She knows the general direction they’re in but not their
STR DEX CON INT WIS CHA exact locations.
8 (−1) 14 (+2) 11 (+0) 4 (−3) 12 (+1) 6 (−2) Incorporeal Movement. The banshee can move through
other creatures and objects as if they were difficult terrain.
Senses passive Perception 11 She takes 5 (1d10) force damage if she ends her turn
Languages — inside an object.
Challenge 0 (10 XP)
Actions
Pack Tactics. The baboon has advantage on an attack roll Corrupting Touch. Melee Spell Attack: +4 to hit, reach 5 ft.,
against a creature if at least one of the baboon’s allies is one target. Hit: 12 (3d6 + 2) necrotic damage.
within 5 feet of the creature and the ally isn’t incapacitated.
Horrifying Visage. Each non-undead creature within 60
Actions feet of the banshee that can see her must succeed on a DC
13 Wisdom saving throw or be frightened for 1 minute. A
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. frightened target can repeat the saving throw at the end of
Hit: 1 (1d4 − 1) piercing damage.
each of its turns, with disadvantage if the banshee is within
line of sight, ending the effect on itself on a success. If a
target’s saving throw is successful or the effect ends for it, the
Badger target is immune to the banshee’s Horrifying Visage for the
next 24 hours.
Tiny beast, unaligned
Wail (1/Day). The banshee releases a mournful wail, provided
Armor Class 10 that she isn’t in sunlight. This wail has no effect on constructs
Hit Points 3 (1d4 + 1) and undead. All other creatures within 30 feet of her that can
Speed 20 ft., burrow 5 ft. hear her must make a DC 13 Constitution saving throw. On
a failure, a creature drops to 0 hit points. On a success, a
STR DEX CON INT WIS CHA creature takes 10 (3d6) psychic damage.
4 (−3) 11 (+0) 12 (+1) 2 (−4) 12 (+1) 5 (−3)
The woeful banshee is a spiteful creature formed from
Senses darkvision 30 ft., passive Perception 11
Languages — the spirit of a female elf. Its face is wreathed in a wild
Challenge 0 (10 XP) tangle of hair, its body clad in wispy rags that flutter and
stream around it.
Keen Smell. The badger has advantage on Wisdom
(Perception) checks that rely on smell.

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strong jaws, the creature consumes this stone, which re-
Bat turns to organic form in its gullet.
Tiny beast, unaligned
Armor Class 12 Black Bear
Hit Points 1 (1d4 − 1) Medium beast, unaligned
Speed 5 ft., fly 30 ft.
Armor Class 11 (natural armor)
STR DEX CON INT WIS CHA Hit Points 19 (3d8 + 6)
2 (−4) 15 (+2) 8 (−1) 2 (−4) 12 (+1) 4 (−3) Speed 40 ft., climb 30 ft.

Senses blindsight 60 ft., passive Perception 11 STR DEX CON INT WIS CHA
Languages — 15 (+2) 10 (+0) 14 (+2) 2 (−4) 12 (+1) 7 (−2)
Challenge 0 (10 XP)
Skills Perception +3
Senses passive Perception 13
Echolocation. The bat can’t use its blindsight while deafened.
Languages —
Keen Hearing. The bat has advantage on Wisdom Challenge 1/2 (100 XP)
(Perception) checks that rely on hearing.
Actions Keen Smell. The bear has advantage on Wisdom (Perception)
checks that rely on smell.
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature.
Hit: 1 piercing damage. Actions
Multiattack. The bear makes two attacks: one with its bite
and one with its claws.
Basilisk Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Medium monstrosity, unaligned Hit: 5 (1d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Armor Class 15 (natural armor) Hit: 7 (2d4 + 2) slashing damage.
Hit Points 52 (8d8 + 16)
Speed 20 ft.
STR DEX CON INT WIS CHA Blink Dog
16 (+3) 8 (−1) 15 (+2) 2 (−4) 8 (−1) 7 (−2)
Medium fey, lawful good
Senses darkvision 60 ft., passive Perception 9
Languages — Armor Class 13
Challenge 3 (700 XP) Hit Points 22 (4d8 + 4)
Speed 40 ft.
Petrifying Gaze. If a creature starts its turn within 30 feet STR DEX CON INT WIS CHA
of the basilisk and the two of them can see each other, the 12 (+1) 17 (+3) 12 (+1) 10 (+0) 13 (+1) 11 (+0)
basilisk can force the creature to make a DC 12 Constitution
saving throw if the basilisk isn’t incapacitated. On a failed Skills Perception +3, Stealth +5
save, the creature magically begins to turn to stone and is Senses passive Perception 13
restrained. It must repeat the saving throw at the end of its Languages Blink Dog, understands Sylvan but can’t speak it
next turn. On a success, the effect ends. On a failure, the Challenge 1/4 (50 XP)
creature is petrified until freed by the greater restoration spell
or other magic. Keen Hearing and Smell. The dog has advantage on Wisdom
A creature that isn’t surprised can avert its eyes to avoid the (Perception) checks that rely on hearing or smell.
saving throw at the start of its turn. If it does so, it can’t see
the basilisk until the start of its next turn, when it can avert its Actions
eyes again. If it looks at the basilisk in the meantime, it must
immediately make the save. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
If the basilisk sees its reflection within 30 feet of it in Hit: 4 (1d6 + 1) piercing damage.
bright light, it mistakes itself for a rival and targets itself Teleport (Recharge 4–6). The dog magically teleports, along
with its gaze. with any equipment it is wearing or carrying, up to 40 feet to
an unoccupied space it can see. Before or after teleporting,
Actions the dog can make one bite attack.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) A blink dog takes its name from its ability to blink in and
poison damage.
out of existence, a talent it uses to aid its attacks and to
avoid harm.
A basilisk is a multilegged, reptilian horror whose deadly
gaze transforms victims into porous stone. With its
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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
feet of the creature and the ally isn’t incapacitated. Multiattack. The bear makes two attacks: one with its bite
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
Boar Medium humanoid (goblinoid), chaotic evil
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
target takes an extra 3 (1d6) slashing damage. If the target is Surprise Attack. If the bugbear surprises a creature and hits
it with an attack during the first round of combat, the target
a creature, it must succeed on a DC 11 Strength saving throw
or be knocked prone. takes an extra 7 (2d6) damage from the attack.
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.



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Camel Actions

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
Hit Points 15 (2d10 + 4) Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Speed 50 ft. Hit: 9 (1d10 + 4) piercing damage.
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
Actions avoid conflict but fight fiercely when pressed.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 2 (1d4) bludgeoning damage. Chimera
Large monstrosity, chaotic evil

Cat Armor Class 14 (natural armor)
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
Hit Points 45 (6d10 + 12) Dexterity saving throw, taking 31 (7d8) fire damage on a failed
Speed 50 ft. save, or half as much damage on a successful one.
STR DEX CON INT WIS CHA A chimera is a vile combination of goat, lion, and dragon,
18 (+4) 14 (+2) 14 (+2) 9 (−1) 13 (+1) 11 (+0) and features the heads of all three of those creatures. It
likes to swoop down from the sky and engulf prey with its
Skills Athletics +6, Perception +3, Survival +3 fiery breath before landing to attack.
Senses passive Perception 13
Languages Elvish, Sylvan
Challenge 2 (450 XP)

Charge. If the centaur moves at least 30 feet straight toward a
target and then hits it with a pike attack on the same turn, the
target takes an extra 10 (3d6) piercing damage.


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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
turn to stone and is restrained. It must repeat the saving Hit: 1 bludgeoning damage.
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.


















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Cyclops Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Huge giant, chaotic neutral Hit: 5 (1d6 + 2) piercing damage. If the target is a creature,
it must succeed on a DC 12 Constitution saving throw
against disease or become poisoned until the disease is
Armor Class 14 (natural armor) cured. Every 24 hours that elapse, the creature must repeat
Hit Points 138 (12d12 + 60)
Speed 30 ft. the saving throw, reducing its hit point maximum by 5
(1d10) on a failure. This reduction lasts until the disease is
cured. The creature dies if the disease reduces its hit point
STR DEX CON INT WIS CHA
22 (+6) 11 (+0) 20 (+5) 8 (−1) 6 (−2) 10 (+0) maximum to 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
Multiattack. The cyclops makes two greatclub attacks. Hit Points 4 (1d8)
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
Dire Wolf
Armor Class 12
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.




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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
Shapechanger. The doppelganger can use its action to Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one
polymorph into a Small or Medium humanoid it has seen, or target. Hit: 9 (2d4 + 4) bludgeoning damage.
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
Surprise Attack. If the doppelganger surprises a creature and Hit Points 3 (1d6)
hits it with an attack during the first round of combat, the Speed 10 ft., fly 60 ft.
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
effect can penetrate barriers, but 3 feet of wood or dirt, Keen Sight. The eagle has advantage on Wisdom (Perception)
2 feet of stone, 2 inches of metal, or a thin sheet of lead checks that rely on sight.
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.




















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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,
poisoned, unconscious Trampling Charge. If the elephant moves at least 20 feet
Senses darkvision 60 ft., tremorsense 60 ft., straight toward a creature and then hits it with a gore attack
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
doesn’t disturb the material it moves through. Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 18 (3d8 + 5) piercing damage.
Siege Monster. The elemental deals double damage to objects
and structures. Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone
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.












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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
Fire Form. The elemental can move through a space as Multiattack. The giant makes two greatsword attacks.
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.






















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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.
Actions Standing Leap. The frog’s long jump is up to 10 feet and its
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
Flying Sword Huge giant, neutral evil
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
the area of an antimagic field. If targeted by dispel magic, the target. Hit: 25 (3d12 + 6) slashing damage.
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
Actions beards of pale white or light blue, and flesh as blue as
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.








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Gargoyle Actions

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)
Hit Points 52 (7d8 + 21) Etherealness. The ghost enters the Ethereal Plane from the
Speed 30 ft., fly 60 ft. Material Plane, or vice versa. It is visible on the Material Plane
while it is in the Border Ethereal, and vice versa, yet it can’t
STR DEX CON INT WIS CHA affect or be affected by anything on the other plane.
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
Damage Immunities poison target can repeat the saving throw at the end of each of its
turns, ending the frightened condition on itself on a success.
Condition Immunities exhaustion, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10 If a target’s saving throw is successful or the effect ends for it,
Languages Terran the target is immune to this ghost’s Horrifying Visage for the
Challenge 2 (450 XP) next 24 hours. The aging effect can be reversed with a greater
restoration spell, but only within 24 hours of it occurring.
False Appearance. While the gargoyle remains motionless, it Possession (Recharge 6). One humanoid that the ghost can
is indistinguishable from an inanimate statue. see within 5 feet of it must succeed on a DC 13 Charisma
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
the possession ends, the ghost reappears in an unoccupied
sonry and ruins, delighting in the terror it creates when it
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.



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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.
Hit: 9 (2d6 + 2) piercing damage. Multiattack. The badger makes two attacks: one with its bite
and one with its claws.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d4 + 2) slashing damage. If the target is a creature Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
other than an elf or undead, it must succeed on a DC 10 Hit: 4 (1d6 + 1) piercing damage.
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
Giant Ape Hit Points 22 (4d10)
Huge beast, unaligned Speed 10 ft., fly 60 ft.
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
a creature, it must succeed on a DC 13 Strength saving throw Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one
or be knocked prone. creature. Hit: 11 (2d6 + 4) piercing damage.
Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Relentless (Recharges after a Short or Long Rest). If the boar
takes 10 damage or less that would reduce it to 0 hit points, it creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the
is reduced to 1 hit point instead. target is grappled (escape DC 16). Until this grapple ends,
the creature is restrained, and the snake can’t constrict
Actions another target.
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
Small beast, unaligned Armor Class 15 (natural armor)
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.
















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A giant eagle is a noble creature that speaks its own lan-
Giant Crocodile guage and understands some speech.
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
Multiattack. The crocodile makes two attacks: one with its Charge. If the elk moves at least 20 feet straight toward a
bite and one with its tail. 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
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
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target Ram. Melee Weapon Attack: +6 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
Actions Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
Hit: 2 (1d6 − 1) slashing damage.
Multiattack. The eagle makes two attacks: one with its beak
and one with its talons.
A giant fire beetle is a nocturnal creature that features a
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. pair of glowing glands that give off light for 1d6 days after
Hit: 6 (1d6 + 3) piercing damage.
the beetle dies.
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage.






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Giant Frog Giant Goat

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
restrained, and the frog can’t bite another target. Actions
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
have only one target swallowed at a time. Large beast, unaligned
If the frog dies, a swallowed creature is no longer restrained
by it and can escape from the corpse using 5 feet of Armor Class 12
movement, exiting prone. Hit Points 45 (6d10 + 12)
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.
Giant Octopus Hit: 8 (2d6 + 1) slashing damage.
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
breath for 1 hour. Skills Perception +2
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
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Actions
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 Scorpion Giant sea horses are often used as mounts by aquatic
humanoids.
Large beast, unaligned

Armor Class 15 (natural armor) Giant Shark
Hit Points 52 (7d10 + 14)
Speed 40 ft. Huge beast, unaligned

STR DEX CON INT WIS CHA Armor Class 13 (natural armor)
15 (+2) 13 (+1) 15 (+2) 1 (−5) 9 (−1) 3 (−4) Hit Points 126 (11d12 + 55)
Speed 0 ft., swim 50 ft.
Senses blindsight 60 ft., passive Perception 9 STR DEX CON INT WIS CHA
Languages —
Challenge 3 (700 XP) 23 (+6) 11 (+0) 21 (+5) 1 (−5) 10 (+0) 5 (−3)

Skills Perception +3
Actions Senses blindsight 60 ft., passive Perception 13
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
which can grapple only one target. Water Breathing. The shark can breathe only underwater.
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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Giant Spider Amphibious. The toad can breathe air and water.

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,
including upside down on ceilings, without needing to make have only one target swallowed at a time.
an ability check. If the toad dies, a swallowed creature is no longer
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

Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, Languages understands Common but can’t speak
range 30/60 ft., one creature. Hit: The target is restrained Challenge 1 (200 XP)
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,
poison, and psychic damage). Pack Tactics. The vulture has advantage on an attack roll
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.
Giant Toad Actions
Large beast, unaligned Multiattack. The vulture makes two attacks: one with its beak
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
Languages — olent bent.
Challenge 1 (200 XP)









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Giant Wasp Languages —
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.

STR DEX CON INT WIS CHA Web Sense. While in contact with a web, the spider knows
10 (+0) 14 (+2) 10 (+0) 1 (−5) 10 (+0) 3 (−4) the exact location of any other creature in contact with
the same web.
Senses passive Perception 10 Web Walker. The spider ignores movement restrictions
Languages — caused by webbing.
Challenge 1/2 (100 XP)
Actions
Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
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
Giant Wolf Spider ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing
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
12 (+1) 16 (+3) 13 (+1) 3 (−4) 12 (+1) 4 (−3) without warning, slaughtering their victims and devour-
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
Dexterity saving throws made against effects that would Multiattack. The grick makes one attack with its tentacles. If
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.

Goblin This wormlike monstrosity blends in with the rock of the
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
action as a bonus action on each of its turns. Senses darkvision 60 ft., passive Perception 15
Languages —
Actions Challenge 2 (450 XP)
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.
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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
harpy, a target can repeat the saving throw. A charmed target Languages understands Infernal but can’t speak it
can also repeat the saving throw at the end of each of its Challenge 3 (700 XP)
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.








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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
Actions an extra 7 (2d6) damage to a creature it hits with a weapon
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
target. Hit: 18 (3d8 + 5) bludgeoning damage. Actions
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
Hippogriff strength and martial prowess, caring about nothing ex-
Large monstrosity, unaligned cept skill and cunning in battle.
Armor Class 11 Hunter Shark
Hit Points 19 (3d10 + 3)
Speed 40 ft., fly 60 ft. Large beast, unaligned

STR DEX CON INT WIS CHA Armor Class 12 (natural armor)
17 (+3) 13 (+1) 13 (+1) 2 (−4) 12 (+1) 8 (−1) Hit Points 45 (6d10 + 12)
Speed 0 ft., swim 40 ft.
Skills Perception +5
Senses passive Perception 15 STR DEX CON INT WIS CHA
Languages — 18 (+4) 13 (+1) 15 (+2) 1 (−5) 10 (+0) 4 (−3)
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.



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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.
Whenever the hydra takes 25 or more damage in a single Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
turn, one of its heads dies. If all its heads die, the hydra dies. Hit: 3 (1d6) piercing damage.
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
one, it gets an extra reaction that can be used only for Armor Class 12
opportunity attacks. Hit Points 3 (1d6)
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
Multiattack. The hydra makes as many bite attacks as Skills Perception +3
it has heads. Senses passive Perception 13
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.




















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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
Kobold jump up to 25 feet.
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.






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Lizardfolk Actions

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)
Hit Points 22 (4d8 + 4) Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Speed 30 ft., swim 30 ft. prone creature. Hit: 29 (4d10 + 7) bludgeoning damage.

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
Challenge 1/2 (100 XP) Large monstrosity, lawful evil
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
one with a different weapon. 17 (+3) 16 (+3) 17 (+3) 7 (−2) 12 (+1) 8 (−1)
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)
piercing damage. a long rest.
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.
Mammoth Tail Spike. Ranged Weapon Attack: +5 to hit, range 100/200

Huge beast, unaligned ft., one target. Hit: 7 (1d8 + 3) piercing damage.
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.








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Mastiff Actions

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)
Speed 40 ft. Snake Hair. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 4 (1d4 + 2) piercing damage plus 14 (4d6)
STR DEX CON INT WIS CHA poison damage.
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
Medusa 10 (+0) 13 (+1) 12 (+1) 11 (+0) 11 (+0) 12 (+1)
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.

STR DEX CON INT WIS CHA Amphibious. The merfolk can breathe air and water.
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.



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Minotaur Actions

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
throw or be pushed up to 10 feet away and knocked prone. from nonmagical attacks
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
Mule other magic.
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
Languages — Raised by dark funerary rituals and still wrapped in the
Challenge 1/8 (25 XP) shrouds of death, mummies shamble out from lost tem-
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.






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Nothic Spider Climb. The jelly can climb difficult surfaces, including

Medium aberration, neutral evil upside down on ceilings, without needing to make an
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

Actions doors and through narrow cracks in pursuit of creatures
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
Ochre Jelly Dexterity (Stealth) checks made while underwater.
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.





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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.






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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
Actions caused by webbing.
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
Pegasus after regaining hit points, and is paralyzed while poisoned
Large celestial, chaotic good in this way.

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.











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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
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Actions
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
Pony
Tiny beast, unaligned
Medium beast, unaligned
Armor Class 13
Hit Points 2 (1d4)
Speed 30 ft., swim 30 ft. Armor Class 10
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 —
Challenge 1/8 (25 XP) Senses passive Perception 10
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
Constitution saving throw, taking 5 (2d4) poison damage on a Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one
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 Raven
teeth, instead using their sharp beaks to stab prey too
Tiny beast, unaligned
large to swallow with one gulp.
Armor Class 12
Quipper Hit Points 1 (1d4 − 1)
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.

















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