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Published by Vincent Wennerström, 2020-12-21 14:52:20

DnD_BasicRules_2018

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
around corners. A creature takes 20d6 fire damage and
Casting Time: 1 action 20d6 bludgeoning damage on a failed save, or half as
Range: 60 feet much damage on a successful one. A creature in the area
Components: V, M (a snake’s tongue and either a bit of of more than one fiery burst is affected only once.
The spell damages objects in the area and ignites flam-
honeycomb or a drop of sweet oil) mable objects that aren’t being worn or carried.
Duration: 24 hours
Minor Illusion
You suggest a course of activity (limited to a sentence
or two) and magically influence up to twelve creatures Illusion cantrip
of your choice that you can see within range and that
can hear and understand you. Creatures that can’t be Casting Time: 1 action
charmed are immune to this effect. The suggestion must Range: 30 feet
be worded in such a manner as to make the course of Components: S, M (a bit of fleece)
action sound reasonable. Asking the creature to stab it- Duration: 1 minute
self, throw itself onto a spear, immolate itself, or do some
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
what it is, the illusion becomes faint to the creature.
Maze
Misty Step
8th-level conjuration
2nd-level conjuration
Casting Time: 1 action
Range: 60 feet Casting Time: 1 bonus action
Components: V, S Range: Self
Duration: Concentration, up to 10 minutes Components: V
Duration: Instantaneous
You banish a creature that you can see within range into
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
goristro demon automatically succeeds). 7th-level evocation
When the spell ends, the target reappears in the space
it left or, if that space is occupied, in the nearest unoccu- Casting Time: 1 action
pied space. Range: 60 feet
Components: V, S, M (a miniature platinum sword with a
Meteor Swarm
grip and pommel of copper and zinc, worth 250 gp)
9th-level evocation Duration: Concentration, up to 1 minute

Casting Time: 1 action You create a sword-shaped plane of force that hovers
Range: 1 mile within range. It lasts for the duration.
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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D&D Basic Rules (Version 1.0). Not for resale. Permission granted to print and photocopy this document for personal use only.

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-
get or a different one. You utter a word of power that can compel one creature
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
Power Word Stun
Casting Time: 1 action
Range: 30 feet 8th-level enchantment
Components: V
Duration: Concentration, up to 1 minute Casting Time: 1 action
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
can’t be charmed are immune to this spell. You speak a word of power that can overwhelm the mind
A dancing creature must use all its movement to dance of one creature you can see within range, leaving it dumb-
without leaving its space and has disadvantage on Dex- founded. If the target has 150 hit points or fewer, it is
terity saving throws and attack rolls. While the target is stunned. Otherwise, the spell has no effect.
affected by this spell, other creatures have advantage on The stunned target must make a Constitution saving
attack rolls against it. As an action, a dancing creature throw at the end of each of its turns. On a successful
makes a Wisdom saving throw to regain control of itself. save, this stunning effect ends.
On a successful save, the spell ends.
Prayer of Healing
Passwall
2nd-level evocation
5th-level transmutation
Casting Time: 10 minutes
Casting Time: 1 action Range: 30 feet
Range: 30 feet Components: V
Components: V, S, M (a pinch of sesame seeds) Duration: Instantaneous
Duration: 1 hour
Up to six creatures of your choice that you can see within
A passage appears at a point of your choice that you can range each regain hit points equal to 2d8 + your spellcast-
see on a wooden, plaster, or stone surface (such as a wall, ing ability modifier. This spell has no effect on undead or
a ceiling, or a floor) within range, and lasts for the dura- constructs.
tion. You choose the opening’s dimensions: up to 5 feet At Higher Levels. When you cast this spell using a
wide, 8 feet tall, and 20 feet deep. The passage creates no spell slot of 3rd level or higher, the healing increases by
instability in a structure surrounding it. 1d8 for each slot level above 2nd.
When the opening disappears, any creatures or objects
still in the passage created by the spell are safely ejected Prestidigitation
to an unoccupied space nearest to the surface on which
you cast the spell. Transmutation cantrip

Poison Spray Casting Time: 1 action
Range: 10 feet
Conjuration cantrip Components: V, S
Duration: Up to 1 hour
Casting Time: 1 action
Range: 10 feet This spell is a minor magical trick that novice
Components: V, S spellcasters use for practice. You create one of the
Duration: Instantaneous following magical effects within range:

You extend your hand toward a creature you can see • You create an instantaneous, harmless sensory effect,
within range and project a puff of noxious gas from your such as a shower of sparks, a puff of wind, faint musical
palm. The creature must succeed on a Constitution sav- notes, or an odd odor.
ing throw or take 1d12 poison damage.
This spell’s damage increases by 1d12 when you reach • You instantaneously light or snuff out a candle, a torch,
5th level (2d12), 11th level (3d12), and 17th level (4d12). or a small campfire.

Power Word Kill • You instantaneously clean or soil an object no larger
than 1 cubic foot.
9th-level enchantment
• You chill, warm, or flavor up to 1 cubic foot of nonliving
Casting Time: 1 action material for 1 hour.
Range: 60 feet
• You make a color, a small mark, or a symbol appear on
an object or a surface for 1 hour.

• You create a nonmagical trinket or an illusory image
that can fit in your hand and that lasts until the end of
your next turn.

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

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).
The target’s severed body members (fingers, legs, tails,
Casting Time: 1 action and so on), if any, are restored after 2 minutes. If you
Range: Touch have the severed part and hold it to the stump, the spell
Components: V, S instantaneously causes the limb to knit to the stump.
Duration: Concentration, up to 1 hour
Remove Curse
For the duration, the willing creature you touch has resis-
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
Components: V, S
5th-level necromancy Duration: Instantaneous

Casting Time: 1 hour At your touch, all curses affecting one creature or object
Range: Touch end. If the object is a cursed magic item, its curse re-
Components: V, S, M (a diamond worth at least 500 gp, mains, but the spell breaks its owner’s attunement to the
object so it can be removed or discarded.
which the spell consumes)
Duration: Instantaneous Resistance

You return a dead creature you touch to life, provided that Abjuration cantrip
it has been dead no longer than 10 days. If the creature’s
soul is both willing and at liberty to rejoin the body, the Casting Time: 1 action
creature returns to life with 1 hit point. Range: Touch
This spell also neutralizes any poisons and cures Components: V, S, M (a miniature cloak)
nonmagical diseases that affected the creature at the Duration: Concentration, up to 1 minute
time it died. This spell doesn’t, however, remove magical
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-
stance—the spell automatically fails. 7th-level necromancy
Coming back from the dead is an ordeal. The target
takes a −4 penalty to all attack rolls, saving throws, and Casting Time: 1 hour
ability checks. Every time the target finishes a long rest, Range: Touch
the penalty is reduced by 1 until it disappears. Components: V, S, M (a diamond worth at least 1,000 gp,

Ray of Frost which the spell consumes)
Duration: Instantaneous
Evocation cantrip
You touch a dead creature that has been dead for no more
Casting Time: 1 action than a century, that didn’t die of old age, and that isn’t
Range: 60 feet undead. If its soul is free and willing, the target returns to
Components: V, S life with all its hit points.
Duration: Instantaneous This spell neutralizes any poisons and cures normal
diseases afflicting the creature when it died. It doesn’t,
A frigid beam of blue-white light streaks toward a crea- however, remove magical diseases, curses, and the like; if
ture within range. Make a ranged spell attack against the such effects aren’t removed prior to casting the spell, they
target. On a hit, it takes 1d8 cold damage, and its speed is afflict the target on its return to life.
reduced by 10 feet until the start of your next turn. This spell closes all mortal wounds and restores any
The spell’s damage increases by 1d8 when you reach missing body parts.
5th level (2d8), 11th level (3d8), and 17th level (4d8). Coming back from the dead is an ordeal. The target
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
been dead for one year or longer taxes you greatly. Until
Casting Time: 1 minute you finish a long rest, you can’t cast spells again, and you
Range: Touch 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
spell slot of 3rd level or higher, the damage increases by
3rd-level necromancy 1d8 for each slot level above 2nd.

Casting Time: 1 action Shield
Range: Touch
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
to AC, including against the triggering attack, and you
Evocation cantrip take no damage from magic missile.

Casting Time: 1 action Shield of Faith
Range: 60 feet
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
gains no benefit from cover for this saving throw. holy text written on it)
The spell’s damage increases by 1d8 when you reach Duration: Concentration, up to 10 minutes
5th level (2d8), 11th level (3d8), and 17th level (4d8).
A shimmering field appears and surrounds a creature of
Sanctuary your choice within range, granting it a +2 bonus to AC for
the duration.
1st-level abjuration
Shocking Grasp
Casting Time: 1 bonus action
Range: 30 feet Evocation cantrip
Components: V, S, M (a small silver mirror)
Duration: 1 minute Casting Time: 1 action
Range: Touch
You ward a creature within range against attack. Until Components: V, S
the spell ends, any creature who targets the warded crea- Duration: Instantaneous
ture with an attack or a harmful spell must first make a
Wisdom saving throw. On a failed save, the creature must Lightning springs from your hand to deliver a shock to
choose a new target or lose the attack or spell. This spell a creature you try to touch. Make a melee spell attack
doesn’t protect the warded creature from area effects, against the target. You have advantage on the attack roll
such as the explosion of a fireball. if the target is wearing armor made of metal. On a hit, the
If the warded creature makes an attack, casts a spell target takes 1d8 lightning damage, and it can’t take reac-
that affects an enemy, or deals damage to another crea- tions until the start of its next turn.
ture, this spell ends. The spell’s damage increases by 1d8 when you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8).
Shatter
Silence
2nd-level evocation
2nd-level illusion (ritual)
Casting Time: 1 action
Range: 60 feet Casting Time: 1 action
Components: V, S, M (a chip of mica) Range: 120 feet
Duration: Instantaneous Components: V, S
Duration: Concentration, up to 10 minutes
A sudden loud ringing noise, painfully intense, erupts
from a point of your choice within range. Each creature For the duration, no sound can be created within or pass
in a 10-foot-radius sphere centered on that point must through a 20-foot-radius sphere centered on a point you
make a Constitution saving throw. A creature takes 3d8 choose within range. Any creature or object entirely
thunder damage on a failed save, or half as much damage inside the sphere is immune to thunder damage, and
on a successful one. A creature made of inorganic mate- creatures are deafened while entirely inside it. Casting
rial such as stone, crystal, or metal has disadvantage on a spell that includes a verbal component is impos-
this saving throw. sible there.
A nonmagical object that isn’t being worn or carried
also takes the damage if it’s in the spell’s area. Silent Image

1st-level illusion

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
1st-level enchantment Range: Touch
Components: V, S, M (a drop of bitumen and a spider)
Casting Time: 1 action Duration: Concentration, up to 1 hour
Range: 90 feet
Components: V, S, M (a pinch of fine sand, rose petals, Until the spell ends, one willing creature you touch gains
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
walking speed.
This spell sends creatures into a magical slumber. Roll
5d8; the total is how many hit points of creatures this Spirit Guardians
spell can affect. Creatures within 20 feet of a point you
choose within range are affected in ascending order of 3rd-level conjuration
their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current Casting Time: 1 action
hit points, each creature affected by this spell falls un- Range: Self (15-foot radius)
conscious until the spell ends, the sleeper takes damage, Components: V, S, M (a holy symbol)
or someone uses an action to shake or slap the sleeper Duration: Concentration, up to 10 minutes
awake. Subtract each creature’s hit points from the total
before moving on to the creature with the next lowest hit You call forth spirits to protect you. They flit around you
points. A creature’s hit points must be equal to or less to a distance of 15 feet for the duration. If you are good or
than the remaining total for that creature to be affected. neutral, their spectral form appears angelic or fey (your
Undead and creatures immune to being charmed aren’t choice). If you are evil, they appear fiendish.
affected by this spell. When you cast this spell, you can designate any num-
At Higher Levels. When you cast this spell using a ber of creatures you can see to be unaffected by it. An
spell slot of 2nd level or higher, roll an additional 2d8 for affected creature’s speed is halved in the area, and when
each slot level above 1st. the creature enters the area for the first time on a turn
or starts its turn there, it must make a Wisdom saving
Spare the Dying throw. On a failed save, the creature takes 3d8 radiant
damage (if you are good or neutral) or 3d8 necrotic dam-
Necromancy cantrip age (if you are evil). On a successful save, the creature
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
lasts for the duration or until you cast this spell again. Casting Time: 1 action
When you cast the spell, you can make a melee spell Range: 150 feet
attack against a creature within 5 feet of the weapon. On Components: V, S, M (fire and a piece of sunstone)
a hit, the target takes force damage equal to 1d8 + your Duration: Instantaneous
spellcasting ability modifier.
As a bonus action on your turn, you can move the Brilliant sunlight flashes in a 60-foot radius centered on a
weapon up to 20 feet and repeat the attack against a crea- point you choose within range. Each creature in that light
ture within 5 feet of it. must make a Constitution saving throw. On a failed save,
The weapon can take whatever form you choose. a creature takes 12d6 radiant damage and is blinded
Clerics of deities who are associated with a particular for 1 minute. On a successful save, it takes half as much
weapon (as St. Cuthbert is known for his mace and damage and isn’t blinded by this spell. Undead and oozes
Thor for his hammer) make this spell’s effect resemble have disadvantage on this saving throw.
that weapon. A creature blinded by this spell makes another Consti-
At Higher Levels. When you cast this spell using a tution saving throw at the end of each of its turns. On a
spell slot of 3rd level or higher, the damage increases by successful save, it is no longer blinded.
1d8 for every two slot levels above the 2nd. This spell dispels any darkness in its area that was cre-
ated by a spell.
Stoneskin
Teleport
4th-level abjuration
7th-level conjuration
Casting Time: 1 action
Range: Touch Casting Time: 1 action
Components: V, S, M (diamond dust worth 100 gp, which Range: 10 feet
Components: V
the spell consumes) Duration: Instantaneous
Duration: Concentration, up to 1 hour
This spell instantly transports you and up to eight willing
This spell turns the flesh of a willing creature you touch creatures of your choice that you can see within range,
as hard as stone. Until the spell ends, the target has or a single object that you can see within range, to a des-
resistance to nonmagical bludgeoning, piercing, and tination you select. If you target an object, it must be able
slashing damage. to fit entirely inside a 10-foot cube, and it can’t be held or
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
arrive there successfully. The DM rolls d100 and consults
Casting Time: 1 action
Range: 30 feet the table.
Components: V, M (a snake’s tongue and either a bit of Familiarity. “Permanent circle” means a permanent
teleportation circle whose sigil sequence you know. “As-
honeycomb or a drop of sweet oil) sociated object” means that you possess an object taken
Duration: Concentration, up to 8 hours from the desired destination within the last six months,
such as a book from a wizard’s library, bed linen from a
You suggest a course of activity (limited to a sentence royal suite, or a chunk of marble from a lich’s secret tomb.
or two) and magically influence a creature you can see “Very familiar” is a place you have been very often, a
within range that can hear and understand you. Crea- place you have carefully studied, or a place you can see
tures that can’t be charmed are immune to this effect. when you cast the spell. “Seen casually” is someplace
The suggestion must be worded in such a manner as to you have seen more than once but with which you aren’t
make the course of action sound reasonable. Asking the very familiar. “Viewed once” is a place you have seen
creature to stab itself, throw itself onto a spear, immo- once, possibly using magic. “Description” is a place
late itself, or do some other obviously harmful act ends whose location and appearance you know through some-
the spell. one else’s description, perhaps from a map.
The target must make a Wisdom saving throw. On a “False destination” is a place that doesn’t exist. Per-
failed save, it pursues the course of action you described haps you tried to scry an enemy’s sanctum but instead
to the best of its ability. The suggested course of action viewed an illusion, or you are attempting to teleport to a
can continue for the entire duration. If the suggested ac- familiar location that no longer exists.
tivity can be completed in a shorter time, the spell ends On Target. You and your group (or the target object)
when the subject finishes what it was asked to do. appear where you want to.
You can also specify conditions that will trigger a spe- Off Target. You and your group (or the target object)
cial activity during the duration. For example, you might appear a random distance away from the destination in
suggest that a knight give her warhorse to the first beggar a random direction. Distance off target is 1d10 × 1d10
she meets. If the condition isn’t met before the spell ex- percent of the distance that was to be traveled. For ex-
pires, the activity isn’t performed. ample, if you tried to travel 120 miles, landed off target,
If you or any of your companions damage the target, the and rolled a 5 and 3 on the two d10s, then you would be
spell ends.
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106

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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-
ignating 1 as north, 2 as northeast, 3 as east, and so on 1st-level evocation
around the points of the compass. If you were teleporting
to a coastal city and wound up 18 miles out at sea, you Casting Time: 1 action
could be in trouble. Range: Self (15-foot cube)
Similar Area. You and your group (or the target object) Components: V, S
wind up in a different area that’s visually or thematically Duration: Instantaneous
similar to the target area. If you are heading for your
home laboratory, for example, you might wind up in an- A wave of thunderous force sweeps out from you. Each
other wizard’s laboratory or in an alchemical supply shop creature in a 15-foot cube originating from you must
that has many of the same tools and implements as your make a Constitution saving throw. On a failed save, a
laboratory. Generally, you appear in the closest similar creature takes 2d8 thunder damage and is pushed 10 feet
place, but since the spell has no range limit, you could away from you. On a successful save, the creature takes
conceivably wind up anywhere on the plane. half as much damage and isn’t pushed.
Mishap. The spell’s unpredictable magic results in a In addition, unsecured objects that are completely
difficult journey. Each teleporting creature (or the target within the area of effect are automatically pushed 10 feet
object) takes 3d10 force damage, and the DM rerolls on away from you by the spell’s effect, and the spell emits a
the table to see where you wind up (multiple mishaps can thunderous boom audible out to 300 feet.
occur, dealing damage each time). At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the damage increases by
Familiarity Mishap Similar Off On 1d8 for each slot level above 1st.
Permanent circle — Area Target Target
Associated object — Time Stop
Very familiar — — 01–100
Seen casually 01– 05 — — 01–100 9th-level transmutation
Viewed once 01–33 06 –13 14–24 25–100
Description 01– 43 34 – 43 44–53 54–100 Casting Time: 1 action
False destination 01– 43 44–53 54–73 74–100 Range: Self
01–50 44–53 54–73 74–100 Components: V
51–100 — Duration: Instantaneous

You briefly stop the flow of time for everyone but yourself.
Thaumaturgy No time passes for other creatures, while you take 1d4 +
1 turns in a row, during which you can use actions and
Transmutation cantrip move as normal.
This spell ends if one of the actions you use during this
Casting Time: 1 action period, or any effects that you create during this period,
Range: 30 feet affects a creature other than you or an object being worn
Components: V or carried by someone other than you. In addition, the
Duration: Up to 1 minute spell ends if you move to a place more than 1,000 feet
from the location where you cast it.
You manifest a minor wonder, a sign of supernatural
power, within range. You create one of the following True Resurrection
magical effects within range:
9th-level necromancy
• Your voice booms up to three times as loud as normal
for 1 minute. Casting Time: 1 hour
Range: Touch
• You cause flames to flicker, brighten, dim, or change Components: V, S, M (a sprinkle of holy water and
color for 1 minute.
diamonds worth at least 25,000 gp, which the
• You cause harmless tremors in the ground spell consumes)
for 1 minute. Duration: Instantaneous

• You create an instantaneous sound that originates from You touch a creature that has been dead for no longer
a point of your choice within range, such as a rumble of than 200 years and that died for any reason except old
thunder, the cry of a raven, or ominous whispers. age. If the creature’s soul is free and willing, the creature
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-
ture when it died. The spell replaces damaged or missing
• You alter the appearance of your eyes for 1 minute. organs and limbs. If the creature was undead, it is re-
stored to its non-undead form.
If you cast this spell multiple times, you can have up to The spell can even provide a new body if the original
three of its 1-minute effects active at a time, and you can no longer exists, in which case you must speak the crea-
dismiss such an effect as an action. 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
by existing stone. Thus, you can use this spell to bridge a
6th-level divination chasm or create a ramp.
If you create a span greater than 20 feet in length, you
Casting Time: 1 action must halve the size of each panel to create supports. You
Range: Touch can crudely shape the wall to create crenellations, battle-
Components: V, S, M (an ointment for the eyes that costs ments, and so on.
The wall is an object made of stone that can be dam-
25 gp; is made from mushroom powder, saffron, and aged and thus breached. Each panel has AC 15 and 30
fat; and is consumed by the spell) hit points per inch of thickness. Reducing a panel to 0 hit
Duration: 1 hour points destroys it and might cause connected panels to
collapse at the DM’s discretion.
This spell gives the willing creature you touch the ability If you maintain your concentration on this spell for its
to see things as they actually are. For the duration, the whole duration, the wall becomes permanent and can’t
creature has truesight, notices secret doors hidden by be dispelled. Otherwise, the wall disappears when the
magic, and can see into the Ethereal Plane, all out to a spell ends.
range of 120 feet.
Warding Bond
Wall of Fire
2nd-level abjuration
4th-level evocation
Casting Time: 1 action
Casting Time: 1 action Range: Touch
Range: 120 feet Components: V, S, M (a pair of platinum rings worth at
Components: V, S, M (a small piece of phosphorus)
Duration: Concentration, up to 1 minute least 50 gp each, which you and the target must wear
for the duration)
You create a wall of fire on a solid surface within range. Duration: 1 hour
You can make the wall up to 60 feet long, 20 feet high,
and 1 foot thick, or a ringed wall up to 20 feet in diame- This spell wards a willing creature you touch and creates
ter, 20 feet high, and 1 foot thick. The wall is opaque and a mystic connection between you and the target until the
lasts for the duration. spell ends. While the target is within 60 feet of you, it
When the wall appears, each creature within its area gains a +1 bonus to AC and saving throws, and it has re-
must make a Dexterity saving throw. On a failed save, a sistance to all damage. Also, each time it takes damage,
creature takes 5d8 fire damage, or half as much damage you take the same amount of damage.
on a successful save. The spell ends if you drop to 0 hit points or if you and
One side of the wall, selected by you when you cast this the target become separated by more than 60 feet. It also
spell, deals 5d8 fire damage to each creature that ends its ends if the spell is cast again on either of the connected
turn within 10 feet of that side or inside the wall. A crea- creatures. You can also dismiss the spell as an action.
ture takes the same damage when it enters the wall for
the first time on a turn or ends its turn there. The other Web
side of the wall deals no damage.
At Higher Levels. When you cast this spell using a 2nd-level conjuration
spell slot of 5th level or higher, the damage increases by
1d8 for each slot level above 4th. Casting Time: 1 action
Range: 60 feet
Wall of Stone Components: V, S, M (a bit of spiderweb)
Duration: Concentration, up to 1 hour
5th-level evocation
You conjure a mass of thick, sticky webbing at a point of
Casting Time: 1 action your choice within range. The webs fill a 20-foot cube
Range: 120 feet from that point for the duration. The webs are difficult
Components: V, S, M (a small block of granite) terrain and lightly obscure their area.
Duration: Concentration, up to 10 minutes If the webs aren’t anchored between two solid masses
(such as walls or trees) or layered across a floor, wall, or
A nonmagical wall of solid stone springs into existence ceiling, the conjured web collapses on itself, and the spell
at a point you choose within range. The wall is 6 inches ends at the start of your next turn. Webs layered over a
thick and is composed of ten 10-foot-by-10-foot panels. flat surface have a depth of 5 feet.
Each panel must be contiguous with at least one other Each creature that starts its turn in the webs or that
panel. Alternatively, you can create 10-foot-by-20-foot pan- enters them during its turn must make a Dexterity saving
els that are only 3 inches thick. throw. On a failed save, the creature is restrained as long
If the wall cuts through a creature’s space when it ap- as it remains in the webs or until it breaks free.
pears, the creature is pushed to one side of the wall (your A creature restrained by the webs can use its action to
choice). If a creature would be surrounded on all sides by make a Strength check against your spell save DC. If it
the wall (or the wall and another solid surface), that crea- succeeds, it is no longer restrained.
ture can make a Dexterity saving throw. On a success, it The webs are flammable. Any 5-foot cube of webs
can use its reaction to move up to its speed so that it is no exposed to fire burns away in 1 round, dealing 2d4 fire
longer enclosed by the wall. damage to any creature that starts its turn in the fire.
The wall can have any shape you desire, though it can’t
occupy the same space as a creature or object. The wall
doesn’t need to be vertical or rest on any firm foundation.

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Part 4
Dungeon Master’s Tools

RICHARD WHITTERS

109

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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.
In some worlds, they are closely tied to the Feywild, also
Size called the Plane of Faerie. Some are also found in the
Outer Planes, particularly the planes of Arborea and the
A monster can be Tiny, Small, Medium, Large, Huge, or Beastlands. Fey include dryads, pixies, and satyrs.
Gargantuan. See chapter 9 of this document for more in- Fiends are creatures of wickedness that are native
formation on creature size and space. to the Lower Planes. A few are the servants of deities,
but many more labor under the leadership of archdevils
Type and demon princes. Evil priests and mages sometimes
summon fiends to the material world to do their bidding.
A monster’s type speaks to its fundamental nature. Cer- If an evil celestial is a rarity, a good fiend is almost in-
tain spells, magic items, class features, and other effects conceivable. Fiends include demons, devils, hell hounds,
in the game interact in special ways with creatures of a rakshasas, and yugoloths.
particular type. For example, an arrow of dragon slaying Giants tower over humans and their kind. They are
deals extra damage not only to dragons but also other humanlike in shape, though some have multiple heads
creatures of the dragon type, such as dragon turtles (ettins) or deformities (fomorians). The six varieties of
and wyverns. true giant are hill giants, stone giants, frost giants, fire
The game includes the following monster types, which giants, cloud giants, and storm giants. Besides these,
have no rules of their own. creatures such as ogres and trolls are giants.
Aberrations are utterly alien beings. Many of them Humanoids are the main peoples of the D&D world,
have innate magical abilities drawn from the creature’s both civilized and savage, including humans and a tre-
alien mind rather than the mystical forces of the world. mendous variety of other species. They have language
The quintessential aberrations are aboleths, beholders, and culture, few if any innate magical abilities (though
mind flayers, and slaadi. most humanoids can learn spellcasting), and a bipedal
Beasts are nonhumanoid creatures that are a natural form. The most common humanoid races are the ones
part of the fantasy ecology. Some of them have magical most suitable as player characters: humans, dwarves,
powers, but most are unintelligent and lack any society elves, and halflings. Almost as numerous but far more
or language. Beasts include all varieties of ordinary ani- savage and brutal, and almost uniformly evil, are the
mals, dinosaurs, and giant versions of animals. races of goblinoids (goblins, hobgoblins, and bugbears),
Celestials are creatures native to the Upper Planes. orcs, gnolls, lizardfolk, and kobolds.
Many of them are the servants of deities, employed as Monstrosities are monsters in the strictest sense—
messengers or agents in the mortal realm and through- frightening creatures that are not ordinary, not truly
out the planes. Celestials are good by nature, so the natural, and almost never benign. Some are the results of
exceptional celestial who strays from a good alignment magical experimentation gone awry (such as owlbears),
is a horrifying rarity. Celestials include angels, couatls, and others are the product of terrible curses (including
and pegasi. minotaurs and yuan-ti). They defy categorization, and in
Constructs are made, not born. Some are programmed some sense serve as a catch-all category for creatures
by their creators to follow a simple set of instructions, that don’t fit into any other type.
while others are imbued with sentience and capable of
independent thought. Golems are the iconic constructs.
Many creatures native to the outer plane of Mechanus,

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

A monster that has a swimming speed doesn’t need to
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-
ity scores and how they’re used in play, see chapter 7 of The Senses entry notes a monster’s passive Wisdom
this document. (Perception) score, as well as any special senses the mon-
ster might have. Special senses are described below.
Saving Throws
Blindsight
The Saving Throws entry is reserved for creatures that
are adept at resisting certain kinds of effects. For exam- A monster with blindsight can perceive its surroundings
ple, a creature that isn’t easily charmed or frightened without relying on sight, within a specific radius.
might gain a bonus on its Wisdom saving throws. Most Creatures without eyes, such as grimlocks and gray
creatures don’t have special saving throw bonuses, in oozes, typically have this special sense, as do creatures
which case this section is absent. with echolocation or heightened senses, such as bats and
A saving throw bonus is the sum of a monster’s relevant true dragons.
ability modifier and its proficiency bonus, which is deter- If a monster is naturally blind, it has a parenthetical
mined by the monster’s challenge rating (as shown in the note to this effect, indicating that the radius of its blind-
Proficiency Bonus by Challenge Rating table). sight defines the maximum range of its perception.

Proficiency Bonus by Challenge Rating Darkvision

Proficiency Proficiency A monster with darkvision can see in the dark within a
Bonus specific radius. The monster can see in dim light within
Challenge Bonus Challenge the radius as if it were bright light, and in darkness as
if it were dim light. The monster can’t discern color in
0 +2 14 +5 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
2 +2 19 +6 A monster with tremorsense can detect and pinpoint the
3 +2 20 +6 origin of vibrations within a specific radius, provided
4 +2 21 +7 that the monster and the source of the vibrations are in
5 +3 22 +7 contact with the same ground or substance. Tremorsense
6 +3 23 +7 can’t be used to detect flying or incorporeal creatures.
7 +3 24 +7 Many burrowing creatures, such as ankhegs and umber
8 +3 25 +8 hulks, have this special sense.
9 +4 26 +8
10 +4 27 +8 Truesight
11 +4 28 +8
12 +4 29 +9 A monster with truesight can, out to a specific range, see
13 +5 30 +9 in normal and magical darkness, see invisible creatures
and objects, automatically detect visual illusions and
Skills succeed on saving throws against them, and perceive
the original form of a shapechanger or a creature that is
The Skills entry is reserved for monsters that are profi- transformed by magic. Furthermore, the monster can see
cient in one or more skills. For example, a monster that is into the Ethereal Plane within the same range.
very perceptive and stealthy might have bonuses to Wis-
dom (Perception) and Dexterity (Stealth) checks. Languages
A skill bonus is the sum of a monster’s relevant ability
modifier and its proficiency bonus, which is determined The languages that a monster can speak are listed in al-
by the monster’s challenge rating (as shown in the Profi- phabetical order. Sometimes a monster can understand a
ciency Bonus by Challenge Rating table). Other modifiers language but can’t speak it, and this is noted in its entry.
might apply. For instance, a monster might have a larg- A “—” indicates that a creature neither speaks nor under-
er-than-expected bonus (usually double its proficiency stands any language.
bonus) to account for its heightened expertise.
Telepathy
Vulnerabilities, Resistances,
and Immunities Telepathy is a magical ability that allows a monster to
communicate mentally with another creature within a
Some creatures have vulnerability, resistance, or immu- specified range. The contacted creature doesn’t need to
nity to certain types of damage. Particular creatures are share a language with the monster to communicate in
even resistant or immune to damage from nonmagical at- this way with it, but it must be able to understand at least
tacks (a magical attack is an attack delivered by a spell, a one language. A creature without telepathy can receive
and respond to telepathic messages but can’t initiate or
terminate a telepathic conversation.
A telepathic monster doesn’t need to see a contacted
creature and can end the telepathic contact at any time.

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The contact is broken as soon as the two creatures are Special Traits
no longer within range of each other or if the telepathic
monster contacts a different creature within range. A Special traits (which appear after a monster’s challenge
telepathic monster can initiate or terminate a telepathic rating but before any actions or reactions) are character-
conversation without using an action, but while the mon- istics that are likely to be relevant in a combat encounter
ster is incapacitated, it can’t initiate telepathic contact, and that require some explanation.
and any current contact is terminated.
A creature within the area of an antimagic field or in Innate Spellcasting
any other location where magic doesn’t function can’t
send or receive telepathic messages. A monster with the innate ability to cast spells has the
Innate Spellcasting special trait. Unless noted otherwise,
Challenge an innate spell of 1st level or higher is always cast at its
lowest possible level and can’t be cast at a higher level.
A monster’s challenge rating tells you how great a threat If a monster has a cantrip where its level matters and no
the monster is, according to the encounter-building level is given, use the monster’s challenge rating.
guidelines in chapter 13 of this document. Those guide- An innate spell can have special rules or restrictions.
lines specify the number of adventurers of a certain level For example, a drow mage can innately cast the levitate
that should be able to defeat a monster of a particular spell, but the spell has a “self only” restriction, which
challenge rating without suffering any deaths. means that the spell affects only the drow mage.
Monsters that are significantly weaker than 1st-level A monster’s innate spells can’t be swapped out with
characters have a challenge rating lower than 1. Mon- other spells. If a monster’s innate spells don’t require at-
sters with a challenge rating of 0 are insignificant except tack rolls, no attack bonus is given for them.
in large numbers; those with no effective attacks are
worth no experience points, while those that have attacks Spellcasting
are worth 10 XP each.
Some monsters present a greater challenge than even a A monster with the Spellcasting class feature has a spell-
typical 20th-level party can handle. These monsters have caster level and spell slots, which it uses to cast its spells
a challenge rating of 21 or higher and are specifically de- of 1st level and higher (as explained in chapter 10 of this
signed to test player skill. document). The spellcaster level is also used for any can-
trips included in the feature.
Experience Points The monster has a list of spells known or prepared
from a particular class. The list might also include spells
The number of experience points (XP) a monster is worth from a feature in that class, such as the Divine Domain
is based on its challenge rating. Typically, XP is awarded feature of the cleric. The monster is considered a mem-
for defeating the monster, although the DM may also ber of that class when attuning to or using a magic item
award XP for neutralizing the threat posed by the mon- that requires membership in the class or access to its
ster in some other manner. spell list.
Unless something tells you otherwise, a monster sum- A monster can cast a spell from its list at a higher level
moned by a spell or other magical ability is worth the XP if it has the spell slot to do so. For example, a drow mage
noted in its stat block. with the 3rd-level lightning bolt spell can cast it as a 5th-
The guidelines in chapter 13 of this document explain level spell by using one of its 5th-level spell slots.
how to create encounters using XP budgets, as well as You can change the spells that a monster knows or has
how to adjust an encounter’s difficulty. prepared, replacing any spell on a monster’s spell list
with a different spell of the same level and from the same
Experience Points by Challenge Rating class list. If you do so, you might cause the monster to
be a greater or lesser threat than suggested by its chal-
Challenge XP Challenge XP lenge rating.

0 0 or 10 14 11,500 Actions
1/8 25 15 13,000
1/4 50 16 15,000 When a monster takes its action, it can choose from
1/2 100 17 18,000 the options in the Actions section of its stat block or
1 200 18 20,000 use one of the actions available to all creatures, such
2 450 19 22,000 as the Dash or Hide action, as described in chapter 9 of
3 700 20 25,000 this document.
4 1,100 21 33,000
5 1,800 22 41,000 Melee and Ranged Attacks
6 2,300 23 50,000
7 2,900 24 62,000 The most common actions that a monster will take in
8 3,900 25 75,000 combat are melee and ranged attacks. These can be spell
9 5,000 26 90,000 attacks or weapon attacks, where the “weapon” might be
10 5,900 27 105,000 a manufactured item or a natural weapon, such as a claw
11 7,200 28 120,000 or tail spike. For more information on different kinds of
12 8,400 29 135,000 attacks, see chapter 9 of this document.
13 10,000 30 155,000 Creature vs. Target. The target of a melee or ranged
attack is usually either one creature or one target, the
difference being that a “target” can be a creature or
an object.

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Hit. Any damage dealt or other effects that occur as Equipment
a result of an attack hitting a target are described after
the “Hit” notation. You have the option of taking average A stat block rarely refers to equipment, other than armor
damage or rolling the damage; for this reason, both the or weapons used by a monster. A creature that customar-
average damage and the die expression are presented. ily wears clothes, such as a humanoid, is assumed to be
Miss. If an attack has an effect that occurs on a miss, dressed appropriately.
that information is presented after the “Miss:” notation. You can equip monsters with additional gear and trin-
kets however you like, using chapter 5 of this document
Multiattack for inspiration, and you decide how much of a monster’s
equipment is recoverable after the creature is slain and
A creature that can make multiple attacks on its turn has whether any of that equipment is still usable. A battered
the Multiattack ability. A creature can’t use Multiattack suit of armor made for a monster is rarely usable by
when making an opportunity attack, which must be a sin- someone else, for instance.
gle melee attack. If a spellcasting monster needs material components
to cast its spells, assume that it has the material compo-
Ammunition nents it needs to cast the spells in its stat block.

A monster carries enough ammunition to make its Legendary Creatures
ranged attacks. You can assume that a monster has 2d4
pieces of ammunition for a thrown weapon attack, and A legendary creature can do things that ordinary crea-
2d10 pieces of ammunition for a projectile weapon such tures can’t. It can take special actions outside its turn,
as a bow or crossbow. and it might exert magical influence for miles around.
If a creature assumes the form of a legendary creature,
Reactions such as through a spell, it doesn’t gain that form’s legend-
ary actions, lair actions, or regional effects.
If a monster can do something special with its reaction,
that information is contained here. If a creature has no Legendary Actions
special reaction, this section is absent.
A legendary creature can take a certain number of
Limited Usage special actions—called legendary actions—outside its
turn. Only one legendary action option can be used at
Some special abilities have restrictions on the number of a time and only at the end of another creature’s turn. A
times they can be used. creature regains its spent legendary actions at the start
X/Day. The notation “X/Day” means a special ability of its turn. It can forgo using them, and it can’t use them
can be used X number of times and that a monster must while incapacitated or otherwise unable to take actions.
finish a long rest to regain expended uses. For example, If surprised, it can’t use them until after its first turn in
“1/Day” means a special ability can be used once and that the combat.
the monster must finish a long rest to use it again.
Recharge X–Y. The notation “Recharge X–Y” means a A Legendary Creature’s Lair
monster can use a special ability once and that the ability
then has a random chance of recharging during each A legendary creature might have a section describing
subsequent round of combat. At the start of each of the its lair and the special effects it can create while there,
monster’s turns, roll a d6. If the roll is one of the numbers either by act of will or simply by being present. Not all
in the recharge notation, the monster regains the use of legendary creatures have lairs. This section applies only
the special ability. The ability also recharges when the to legendary creatures that spend a great deal of time in
monster finishes a short or long rest. their lairs and are most likely to be encountered there.
For example, “Recharge 5–6” means a monster can
use the special ability once. Then, at the start of the mon- Lair Actions
ster’s turn, it regains the use of that ability if it rolls a 5 or
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 Regional Effects
quickly grapple prey. When a monster hits with such an
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

Adult Red Dragon The odor of sulfur and pumice surrounds a 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
STR DEX CON INT WIS CHA caverns under snow-capped peaks, or within the deep
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
dragon spends as much of its time outside the mountain
Perception 23 as in it. For a red dragon, the great heights of the world
Languages Common, Draconic are the throne from which it can look out to survey all it
Challenge 17 (18,000 XP) controls—and the wider world it seeks to control.
Throughout the lair complex, servants erect monu-
Legendary Resistance (3/Day). If the dragon fails a saving ments to the dragon’s power, telling the grim story of
throw, it can choose to succeed instead. its life, the enemies it has slain, and the nations it has
conquered.
Actions
Lair Actions
Multiattack. The dragon can use its Frightful Presence.
It then makes three attacks: one with its bite and two On initiative count 20 (losing initiative ties), the dragon
with its claws. takes a lair action to cause one of the following effects;
the dragon can’t use the same effect two rounds in a row:
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.
Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage. • Magma erupts from a point on the ground the dragon
can see within 120 feet of it, creating a 20-foot-high,
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. 5-foot-radius geyser. Each creature in the geyser’s area
Hit: 15 (2d6 + 8) slashing damage. must make a DC 15 Dexterity saving throw, taking
21 (6d6) fire damage on a failed save, or half as much
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. damage on a successful one.
Hit: 17 (2d8 + 8) bludgeoning damage.
• A tremor shakes the lair in a 60-foot radius around the
Frightful Presence. Each creature of the dragon’s choice that dragon. Each creature other than the dragon on the
is within 120 feet of the dragon and aware of it must succeed ground in that area must succeed on a DC 15 Dexterity
on a DC 19 Wisdom saving throw or become frightened for 1 saving throw or be knocked prone.
minute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. If a • Volcanic gases form a cloud in a 20-foot-radius sphere
creature’s saving throw is successful or the effect ends for it, centered on a point the dragon can see within 120 feet
the creature is immune to the dragon’s Frightful Presence for of it. The sphere spreads around corners, and its area
the next 24 hours. is lightly obscured. It lasts until initiative count 20 on
the next round. Each creature that starts its turn in the
Fire Breath (Recharge 5–6). The dragon exhales fire in a cloud must succeed on a DC 13 Constitution saving
60-foot cone. Each creature in that area must make a DC 21 throw or be poisoned until the end of its turn. While
Dexterity saving throw, taking 63 (18d6) fire damage on a poisoned in this way, a creature is incapacitated.
failed save, or half as much damage on a successful one.
Regional Effects
Legendary Actions
The region containing a legendary red dragon’s lair is
The dragon can take 3 legendary actions, choosing from the warped by the dragon’s magic, which creates one or more
options below. Only one legendary action option can be used of the following effects:
at a time and only at the end of another creature’s turn. The
dragon regains spent legendary actions at the start of its turn. • Small earthquakes are common within 6 miles of the
dragon’s lair.
Detect. The dragon makes a Wisdom (Perception) check.
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 tures of elemental fire into the world to dwell nearby.
can then fly up to half its flying speed.
If the dragon dies, these effects fade over the course of
1d10 days. 115

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Air Elemental Pounce. If the allosaurus moves at least 30 feet straight
toward a creature and then hits it with a claw attack on the
Large elemental, neutral same turn, that target must succeed on a DC 13 Strength
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) bonus action.
Speed 0 ft., fly 90 ft. (hover)
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,
piercing, and slashing from nonmagical attacks Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) slashing damage.
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, The allosaurus is a predatory dinosaur of great size,
strength, and speed. It can run down almost any prey
petrified, poisoned, prone, restrained, unconscious over open ground, pouncing to pull creatures down with
Senses darkvision 60 ft., passive Perception 10 its wicked claws.
Languages Auran
Challenge 5 (1,800 XP) Animated Armor

Air Form. The elemental can enter a hostile creature’s space Medium construct, unaligned
and stop there. It can move through a space as narrow as 1
inch wide without squeezing. Armor Class 18 (natural armor)
Hit Points 33 (6d8 + 6)
Actions Speed 25 ft.

Multiattack. The elemental makes two slam attacks. STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 13 (+1) 1 (−5) 3 (−4) 1 (−5)
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) bludgeoning damage. Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened,
Whirlwind (Recharge 4–6). Each creature in the elemental’s
space must make a DC 13 Strength saving throw. On a failure, exhaustion, frightened, paralyzed, petrified, poisoned
a target takes 15 (3d8 + 2) bludgeoning damage and is flung Senses blindsight 60 ft. (blind beyond this radius),
up 20 feet away from the elemental in a random direction and
knocked prone. If a thrown target strikes an object, such as a passive Perception 6
wall or floor, the target takes 3 (1d6) bludgeoning damage for Languages —
every 10 feet it was thrown. If the target is thrown at another Challenge 1 (200 XP)
creature, that creature must succeed on a DC 13 Dexterity
saving throw or take the same damage and be knocked prone. Antimagic Susceptibility. The armor is incapacitated while in
If the saving throw is successful, the target takes half the the area of an antimagic field. If targeted by dispel magic, the
bludgeoning damage and isn’t flung away or knocked prone. armor must succeed on a Constitution saving throw against
the caster’s spell save DC or fall unconscious for 1 minute.
An air elemental is a funneling cloud of whirling air
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.
Armor Class 13 (natural armor) Hit: 5 (1d6 + 2) bludgeoning damage.
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
Actions Challenge 0 (10 XP)

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

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

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) Banshee
Speed 50 ft.
Medium undead, chaotic evil
STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) 2 (−4) 10 (+0) 5 (−3) Armor Class 12
Hit Points 58 (13d8)
Senses passive Perception 10 Speed 0 ft., fly 40 ft. (hover)
Languages —
Challenge 1/4 (50 XP) STR DEX CON INT WIS CHA
1 (−5) 14 (+2) 10 (+0) 12 (+1) 11 (+0) 17 (+3)
Actions
Saving Throws Wis +2, Cha +5
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Damage Resistances acid, fire, lightning, thunder;
Hit: 6 (1d8 + 2) slashing damage.
bludgeoning, piercing, and slashing from
An axe beak is a tall flightless bird with strong legs, a nonmagical attacks
wedge-shaped beak, and a nasty disposition. Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened,
Baboon grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 10
Small beast, unaligned Languages Common, Elvish
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
Senses passive Perception 11 other creatures and objects as if they were difficult terrain.
Languages — She takes 5 (1d10) force damage if she ends her turn
Challenge 0 (10 XP) inside an object.

Pack Tactics. The baboon has advantage on an attack roll Actions
against a creature if at least one of the baboon’s allies is
within 5 feet of the creature and the ally isn’t incapacitated. Corrupting Touch. Melee Spell Attack: +4 to hit, reach 5 ft.,
one target. Hit: 12 (3d6 + 2) necrotic damage.
Actions
Horrifying Visage. Each non-undead creature within 60
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. feet of the banshee that can see her must succeed on a DC
Hit: 1 (1d4 − 1) piercing damage. 13 Wisdom saving throw or be frightened for 1 minute. A
frightened target can repeat the saving throw at the end of
Badger each of its turns, with disadvantage if the banshee is within
line of sight, ending the effect on itself on a success. If a
Tiny beast, unaligned target’s saving throw is successful or the effect ends for it, the
target is immune to the banshee’s Horrifying Visage for the
Armor Class 10 next 24 hours.
Hit Points 3 (1d4 + 1)
Speed 20 ft., burrow 5 ft. Wail (1/Day). The banshee releases a mournful wail, provided
that she isn’t in sunlight. This wail has no effect on constructs
STR DEX CON INT WIS CHA and undead. All other creatures within 30 feet of her that can
4 (−3) 11 (+0) 12 (+1) 2 (−4) 12 (+1) 5 (−3) hear her must make a DC 13 Constitution saving throw. On
a failure, a creature drops to 0 hit points. On a success, a
Senses darkvision 30 ft., passive Perception 11 creature takes 10 (3d6) psychic damage.
Languages —
Challenge 0 (10 XP) The woeful banshee is a spiteful creature formed from
the spirit of a female elf. Its face is wreathed in a wild
Keen Smell. The badger has advantage on Wisdom tangle of hair, its body clad in wispy rags that flutter and
(Perception) checks that rely on smell. stream around it.

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Bat strong jaws, the creature consumes this stone, which re-
turns to organic form in its gullet.
Tiny beast, unaligned
Black Bear
Armor Class 12
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
Echolocation. The bat can’t use its blindsight while deafened. Senses passive Perception 13
Languages —
Keen Hearing. The bat has advantage on Wisdom Challenge 1/2 (100 XP)
(Perception) checks that rely on hearing.
Keen Smell. The bear has advantage on Wisdom (Perception)
Actions checks that rely on smell.

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Actions
Hit: 1 piercing damage.
Multiattack. The bear makes two attacks: one with its bite
Basilisk and one with its claws.
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. Blink Dog

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

119

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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.
Taking its name from its crimson feathers and aggressive Hit: 11 (2d6 + 4) slashing damage.
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
a creature, it must succeed on a DC 11 Strength saving throw it with an attack during the first round of combat, the target
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
is reduced to 1 hit point instead. Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 11 (2d8 + 2) piercing damage.
Actions
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5
Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing
Hit: 4 (1d6 + 1) slashing damage. damage in melee or 5 (1d6 + 2) piercing damage at range.

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.

STR DEX CON INT WIS CHA Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one
16 (+3) 8 (−1) 14 (+2) 2 (−4) 8 (−1) 5 (−3) target. Hit: 11 (2d6 + 4) bludgeoning damage.

Senses passive Perception 9 Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft.,
Languages — one target. Hit: 6 (1d8 + 2) piercing damage.
Challenge 1/8 (25 XP)
A centaur has the body of a great horse topped by a hu-
Actions manoid torso, head, and arms. Reclusive wanderers, they
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

Cat Large monstrosity, chaotic evil

Tiny beast, unaligned Armor Class 14 (natural armor)
Hit Points 114 (12d10 + 48)
Armor Class 12 Speed 30 ft., fly 60 ft.
Hit Points 2 (1d4)
Speed 40 ft., climb 30 ft. STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 19 (+4) 3 (−4) 14 (+2) 10 (+0)
STR DEX CON INT WIS CHA
3 (−4) 15 (+2) 10 (+0) 3 (−4) 12 (+1) 7 (−2) Skills Perception +8
Senses darkvision 60 ft., passive Perception 18
Skills Perception +3, Stealth +4 Languages understands Draconic but can’t speak
Senses passive Perception 13 Challenge 6 (2,300 XP)
Languages —
Challenge 0 (10 XP) Actions

Keen Smell. The cat has advantage on Wisdom (Perception) Multiattack. The chimera makes three attacks: one with its
checks that rely on smell. bite, one with its horns, and one with its claws. When its
fire breath is available, it can use the breath in place of its
Actions bite or horns.

Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 1 slashing damage. Hit: 11 (2d6 + 4) piercing damage.

Centaur Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 10 (1d12 + 4) bludgeoning damage.
Large monstrosity, neutral good
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Armor Class 12 Hit: 11 (2d6 + 4) slashing damage.
Hit Points 45 (6d10 + 12)
Speed 50 ft. 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
STR DEX CON INT WIS CHA Dexterity saving throw, taking 31 (7d8) fire damage on a failed
18 (+4) 14 (+2) 14 (+2) 9 (−1) 13 (+1) 11 (+0) save, or half as much damage on a successful one.

Skills Athletics +6, Perception +3, Survival +3 A chimera is a vile combination of goat, lion, and dragon,
Senses passive Perception 13 and features the heads of all three of those creatures. It
Languages Elvish, Sylvan likes to swoop down from the sky and engulf prey with its
Challenge 2 (450 XP) fiery breath before landing to attack.

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
magically petrified. On a failed save, the creature begins to Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
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)
Constrictor Snake Hit Points 19 (3d10 + 3)
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

Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 7 (1d10 + 2) piercing damage, and the target is
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. grappled (escape DC 12). Until this grapple ends, the target is
Hit: 5 (1d6 + 2) piercing damage. restrained, and the crocodile can’t bite another target.

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.
Hit: 5 (1d6 + 2) piercing damage. If the target is a creature,
Huge giant, chaotic neutral it must succeed on a DC 12 Constitution saving throw
against disease or become poisoned until the disease is
Armor Class 14 (natural armor) cured. Every 24 hours that elapse, the creature must repeat
Hit Points 138 (12d12 + 60) the saving throw, reducing its hit point maximum by 5
Speed 30 ft. (1d10) on a failure. This reduction lasts until the disease is
cured. The creature dies if the disease reduces its hit point
STR DEX CON INT WIS CHA maximum to 0.
22 (+6) 11 (+0) 20 (+5) 8 (−1) 6 (−2) 10 (+0)
A death dog is an ugly two-headed hound that roams
Senses passive Perception 8 plains, deserts, and the Underdark.
Languages Giant
Challenge 6 (2,300 XP) Deer

Poor Depth Perception. The cyclops has disadvantage on any Medium beast, unaligned
attack roll against a target more than 30 feet away.
Armor Class 13
Actions Hit Points 4 (1d8)
Speed 50 ft.
Multiattack. The cyclops makes two greatclub attacks.
STR DEX CON INT WIS CHA
Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one 11 (+0) 16 (+3) 11 (+0) 2 (−4) 14 (+2) 5 (−3)
target. Hit: 19 (3d8 + 6) bludgeoning damage.
Senses passive Perception 12
Rock. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one Languages —
target. Hit: 28 (4d10 + 6) bludgeoning damage. Challenge 0 (10 XP)

Cyclopes are one-eyed giants that eke out a meager exis- Actions
tence in wild lands. They are a terrifying threat in combat
due to their size and strength, but they can often be Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
tricked by clever foes. Hit: 2 (1d4) piercing damage.

Death Dog Dire Wolf

Medium monstrosity, neutral evil Large beast, unaligned

Armor Class 12 Armor Class 14 (natural armor)
Hit Points 39 (6d8 + 12) Hit Points 37 (5d10 + 10)
Speed 40 ft. Speed 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 3 (−4) 13 (+1) 6 (−2) 17 (+3) 15 (+2) 15 (+2) 3 (−4) 12 (+1) 7 (−2)

Skills Perception +5, Stealth +4 Skills Perception +3, Stealth +4
Senses darkvision 120 ft., passive Perception 15 Senses passive Perception 13
Languages — Languages —
Challenge 1 (200 XP) Challenge 1 (200 XP)

Two-Headed. The dog has advantage on Wisdom Keen Hearing and Smell. The wolf has advantage on Wisdom
(Perception) checks and on saving throws against being (Perception) checks that rely on hearing or smell.
blinded, charmed, deafened, frightened, stunned, or knocked
unconscious. Pack Tactics. The wolf has advantage on an attack roll against
a creature if at least one of the wolf’s allies is within 5 feet of
Actions the creature and the ally isn’t incapacitated.

Multiattack. The dog makes two bite attacks. 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 Eagle
isn’t transformed. It reverts to its true form if it dies.
Small beast, unaligned
Ambusher. In the first round of a combat, the doppelganger
has advantage on attack rolls against any creature Armor Class 12
it surprised. Hit Points 3 (1d6)
Speed 10 ft., fly 60 ft.
Surprise Attack. If the doppelganger surprises a creature and
hits it with an attack during the first round of combat, the STR DEX CON INT WIS CHA
target takes an extra 10 (3d6) damage from the attack. 6 (−2) 15 (+2) 10 (+0) 2 (−4) 14 (+2) 7 (−2)

Actions Skills Perception +4
Senses passive Perception 14
Multiattack. The doppelganger makes two melee attacks. Languages —
Challenge 0 (10 XP)
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) bludgeoning damage. Keen Sight. The eagle has advantage on Wisdom (Perception)
checks that rely on sight.
Read Thoughts. The doppelganger magically reads the
surface thoughts of one creature within 60 feet of it. The Actions
effect can penetrate barriers, but 3 feet of wood or dirt,
2 feet of stone, 2 inches of metal, or a thin sheet of lead Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
blocks it. While the target is in range, the doppelganger can Hit: 4 (1d4 + 2) slashing damage.
continue reading its thoughts, as long as the doppelganger’s
concentration isn’t broken (as if concentrating on a spell).
While reading the target’s mind, the doppelganger has
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 —
Challenge 4 (1,100 XP)
from nonmagical attacks
Damage Immunities poison Trampling Charge. If the elephant moves at least 20 feet
Condition Immunities exhaustion, paralyzed, petrified, straight toward a creature and then hits it with a gore attack
on the same turn, that target must succeed on a DC 12
poisoned, unconscious Strength saving throw or be knocked prone. If the target is
Senses darkvision 60 ft., tremorsense 60 ft., prone, the elephant can make one stomp attack against it as
a bonus action.
passive Perception 10
Languages Terran Actions
Challenge 5 (1,800 XP)
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Earth Glide. The elemental can burrow through nonmagical, Hit: 18 (3d8 + 5) piercing damage.
unworked earth and stone. While doing so, the elemental
doesn’t disturb the material it moves through. Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone
creature. Hit: 21 (3d10 + 5) bludgeoning damage.
Siege Monster. The elemental deals double damage to objects
and structures. Elk

Actions Large beast, unaligned

Multiattack. The elemental makes two slam attacks. Armor Class 10
Hit Points 13 (2d10 + 2)
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Speed 50 ft.
Hit: 14 (2d8 + 5) bludgeoning damage.
STR DEX CON INT WIS CHA
An earth elemental plods forward like a walking hill, 16 (+3) 10 (+0) 12 (+1) 2 (−4) 10 (+0) 6 (−2)
club-like arms of jagged stone swinging at its sides. Its
head and body consist of dirt and stone, occasionally set Senses passive Perception 10
with chunks of metal, gems, and bright minerals. 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
Damage Immunities fire, poison Senses passive Perception 16
Condition Immunities exhaustion, grappled, paralyzed, Languages Giant
Challenge 9 (5,000 XP)
petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10 Actions
Languages Ignan
Challenge 5 (1,800 XP) Multiattack. The giant makes two greatsword attacks.

Fire Form. The elemental can move through a space as Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one
narrow as 1 inch wide without squeezing. A creature that target. Hit: 28 (6d6 + 7) slashing damage.
touches the elemental or hits it with a melee attack while
within 5 feet of it takes 5 (1d10) fire damage. In addition, Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one
the elemental can enter a hostile creature’s space and stop target. Hit: 29 (4d10 + 7) bludgeoning damage.
there. The first time it enters a creature’s space on a turn,
that creature takes 5 (1d10) fire damage and catches fire; until With dark skin and flaming red hair, fire giants have a
someone takes an action to douse the fire, the creature takes fearsome reputation as soldiers and conquerors. They
5 (1d10) fire damage at the start of each of its turns. dwell among volcanoes, lava flows, and rocky moun-
tains, and are known for their ability to burn, plunder,
Illumination. The elemental sheds bright light in a 30-foot and destroy.
radius and dim light in an additional 30 feet.

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
Languages Common Senses darkvision 60 ft., passive Perception 10
Challenge 4 (1,100 XP) Languages understands the languages of its creator

Illumination. The flameskull sheds either dim light in a 15- but can’t speak
foot radius, or bright light in a 15-foot radius and dim light Challenge 5 (1,800 XP)
for an additional 15 feet. It can switch between the options
as an action. Berserk. Whenever the golem starts its turn with 40 hit points
or fewer, roll a d6. On a 6, the golem goes berserk. On each
Magic Resistance. The flameskull has advantage on saving of its turns while berserk, the golem attacks the nearest
throws against spells and other magical effects. creature it can see. If no creature is near enough to move to
and attack, the golem attacks an object, with preference for
Rejuvenation. If the flameskull is destroyed, it regains an object smaller than itself. Once the golem goes berserk,
all its hit points in 1 hour unless holy water is sprinkled it continues to do so until it is destroyed or regains all
on its remains or a dispel magic or remove curse spell is its hit points.
cast on them. The golem’s creator, if within 60 feet of the berserk golem,
can try to calm it by speaking firmly and persuasively. The
Spellcasting. The flameskull is a 5th-level spellcaster. Its golem must be able to hear its creator, who must take an
spellcasting ability is Intelligence (spell save DC 13, +5 to action to make a DC 15 Charisma (Persuasion) check. If the
hit with spell attacks). It requires no somatic or material check succeeds, the golem ceases being berserk. If it takes
components to cast its spells. The flameskull has the damage while still at 40 hit points or fewer, the golem might
following wizard spells prepared: go berserk again.

Cantrip (at will): mage hand Aversion of Fire. If the golem takes fire damage, it has
1st level (3 slots): magic missile, shield disadvantage on attack rolls and ability checks until the end
2nd level (2 slots): blur, flaming sphere of its next turn.
3rd level (1 slot): fireball
Immutable Form. The golem is immune to any spell or effect
Actions that would alter its form.

Multiattack. The flameskull uses Fire Ray twice. Lightning Absorption. Whenever the golem is subjected to
lightning damage, it takes no damage and instead regains a
Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft., one number of hit points equal to the lightning damage dealt.
target. Hit: 10 (3d6) fire damage.
Magic Resistance. The golem has advantage on saving throws
Blazing green flames and mad, echoing laughter sur- against spells and other magical effects.
round an undead flameskull. This disembodied skull
blasts foes with fiery rays from its eyes and dreadful Magic Weapons. The golem’s weapon attacks are magical.
spells called up from the dark recesses of its memory.
Actions

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
Challenge 8 (3,900 XP)
frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), Actions

passive Perception 7 Multiattack. The giant makes two greataxe attacks.
Languages —
Challenge 1/4 (50 XP) Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 25 (3d12 + 6) slashing damage.
Antimagic Susceptibility. The sword is incapacitated while in
the area of an antimagic field. If targeted by dispel magic, the Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one
sword must succeed on a Constitution saving throw against target. Hit: 28 (4d10 + 6) bludgeoning damage.
the caster’s spell save DC or fall unconscious for 1 minute.
Frost giants are creatures of ice and snow, with hair and
False Appearance. While the sword remains motionless and beards of pale white or light blue, and flesh as blue as
isn’t flying, it is indistinguishable from a normal sword. glacial ice. They respect only brute strength and skill
in battle.
Actions

Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one
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
Damage Resistances bludgeoning, piercing, and of the ghost that can see it must succeed on a DC 13 Wisdom
slashing from nonmagical attacks not made with saving throw or be frightened for 1 minute. If the save fails by
adamantine weapons 5 or more, the target also ages 1d4 × 10 years. A frightened
target can repeat the saving throw at the end of each of its
Damage Immunities poison turns, ending the frightened condition on itself on a success.
Condition Immunities exhaustion, petrified, poisoned If a target’s saving throw is successful or the effect ends for it,
Senses darkvision 60 ft., passive Perception 10 the target is immune to this ghost’s Horrifying Visage for the
Languages Terran next 24 hours. The aging effect can be reversed with a greater
Challenge 2 (450 XP) restoration spell, but only within 24 hours of it occurring.

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
undead, and it retains its alignment, Intelligence, Wisdom,
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Charisma, and immunity to being charmed and frightened. It
Hit: 5 (1d6 + 2) piercing damage. otherwise uses the possessed target’s statistics, but doesn’t
gain access to the target’s knowledge, class features, or
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. proficiencies.
Hit: 5 (1d6 + 2) slashing damage. The possession lasts until the body drops to 0 hit points,
the ghost ends it as a bonus action, or the ghost is turned or
These malevolent creatures of elemental earth resemble forced out by an effect like the dispel evil and good spell. When
grotesque, fiendish statues. A gargoyle lurks among ma- 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
A ghost is the soul of a once-living creature, bound to
Medium undead, any alignment 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
target can repeat the saving throw at the end of each of its Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
turns, ending the effect on itself on a success. Hit: 6 (2d4 + 1) slashing damage.

With their razor-sharp teeth and jagged claws, ghouls Giant Bat
roam the night in packs, driven by an insatiable hunger
for humanoid flesh. Large beast, unaligned

Giant Ape Armor Class 13
Hit Points 22 (4d10)
Huge beast, unaligned Speed 10 ft., fly 60 ft.

Armor Class 12 STR DEX CON INT WIS CHA
Hit Points 157 (15d12 + 60) 15 (+2) 16 (+3) 11 (+0) 2 (−4) 12 (+1) 6 (−2)
Speed 40 ft., climb 40 ft.
Senses blindsight 60 ft., passive Perception 11
STR DEX CON INT WIS CHA Languages —
23 (+6) 14 (+2) 18 (+4) 7 (−2) 12 (+1) 7 (−2) Challenge 1/4 (50 XP)

Skills Athletics +9, Perception +4 Echolocation. The bat can’t use its blindsight while deafened.
Senses passive Perception 14 Keen Hearing. The bat has advantage on Wisdom
Languages — (Perception) checks that rely on hearing.
Challenge 7 (2,900 XP)
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.

Relentless (Recharges after a Short or Long Rest). If the boar Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one
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. Giant Crab
Hit: 10 (2d6 + 3) slashing damage.
Medium beast, unaligned
Giant Centipede
Armor Class 15 (natural armor)
Small beast, unaligned Hit Points 13 (3d8)
Speed 30 ft., swim 30 ft.
Armor Class 13 (natural armor)
Hit Points 4 (1d6 + 1) STR DEX CON INT WIS CHA
Speed 30 ft., climb 30 ft. 13 (+1) 15 (+2) 11 (+0) 1 (−5) 9 (−1) 3 (−4)

STR DEX CON INT WIS CHA Skills Stealth +4
5 (−3) 14 (+2) 12 (+1) 1 (−5) 7 (−2) 3 (−4) Senses blindsight 30 ft., passive Perception 9
Languages —
Senses blindsight 30 ft., passive Perception 8 Challenge 1/8 (25 XP)
Languages —
Challenge 1/4 (50 XP) Amphibious. The crab can breathe air and water.

Actions Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
creature. Hit: 4 (1d4 + 2) piercing damage, and the target Hit: 4 (1d6 + 1) bludgeoning damage, and the target is
must succeed on a DC 11 Constitution saving throw or take grappled (escape DC 11). The crab has two claws, each of
10 (3d6) poison damage. If the poison damage reduces the which can grapple only one target.
target to 0 hit points, the target is stable but poisoned for 1
hour, even after regaining hit points, and is paralyzed while
poisoned in this way.

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Giant Crocodile A giant eagle is a noble creature that speaks its own lan-
guage and understands some speech.
Huge beast, unaligned
Giant Elk
Armor Class 14 (natural armor)
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
Hold Breath. The crocodile can hold its breath Languages Giant Elk, understands Common, Elvish, and
for 30 minutes.
Sylvan but can’t speak them
Actions Challenge 2 (450 XP)

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
16 Strength saving throw or be knocked prone. Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one
prone creature. Hit: 22 (4d8 + 4) bludgeoning damage.
Giant Eagle
Giant Fire Beetle
Large beast, neutral good
Small beast, unaligned
Armor Class 13
Hit Points 26 (4d10 + 4) Armor Class 13 (natural armor)
Speed 10 ft., fly 80 ft. Hit Points 4 (1d6 + 1)
Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 13 (+1) 8 (−1) 14 (+2) 10 (+0) STR DEX CON INT WIS CHA
8 (−1) 10 (+0) 12 (+1) 1 (−5) 7 (−2) 3 (−4)
Skills Perception +4
Senses passive Perception 14 Senses blindsight 30 ft., passive Perception 8
Languages Giant Eagle, understands Common and Auran but Languages —
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
pair of glowing glands that give off light for 1d6 days after
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. the beetle dies.
Hit: 6 (1d6 + 3) piercing damage.

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
Dexterity saving throws made against effects that would
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. knock it prone.
Hit: 4 (1d6 + 1) piercing damage, and the target is grappled
(escape DC 11). Until this grapple ends, the target is Actions
restrained, and the frog can’t bite another target.
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Swallow. The frog makes one bite attack against a Small or Hit: 8 (2d4 + 3) bludgeoning damage.
smaller target it is grappling. If the attack hits, the target
is swallowed, and the grapple ends. The swallowed target Giant Hyena
is blinded and restrained, it has total cover against attacks
and other effects outside the frog, and it takes 5 (2d4) acid Large beast, unaligned
damage at the start of each of the frog’s turns. The frog can
have only one target swallowed at a time. Armor Class 12
If the frog dies, a swallowed creature is no longer restrained Hit Points 45 (6d10 + 12)
by it and can escape from the corpse using 5 feet of Speed 50 ft.
movement, exiting prone.
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

Actions Sylvan but can’t speak them
Challenge 1/4 (50 XP)
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) piercing damage. Flyby. The owl doesn’t provoke opportunity attacks when it
flies out of an enemy’s reach.
Giant lizards are fearsome predators often used as
mounts or draft animals by reptilian humanoids and resi- Keen Hearing and Sight. The owl has advantage on Wisdom
dents of the Underdark. (Perception) checks that rely on hearing or sight.

Giant Octopus Actions

Large beast, unaligned Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 8 (2d6 + 1) slashing damage.
Armor Class 11
Hit Points 52 (8d10 + 8) Giant owls are intelligent creatures that are the guard-
Speed 10 ft., swim 60 ft. ians of their woodland realms.

STR DEX CON INT WIS CHA Giant Poisonous Snake
17 (+3) 13 (+1) 13 (+1) 4 (−3) 10 (+0) 4 (−3)
Medium beast, unaligned
Skills Perception +4, Stealth +5
Senses darkvision 60 ft., passive Perception 14 Armor Class 14
Languages — Hit Points 11 (2d8 + 2)
Challenge 1 (200 XP) Speed 30 ft., swim 30 ft.

Hold Breath. While out of water, the octopus can hold its STR DEX CON INT WIS CHA
breath for 1 hour. 10 (+0) 18 (+4) 13 (+1) 2 (−4) 10 (+0) 3 (−4)

Underwater Camouflage. The octopus has advantage on Skills Perception +2
Dexterity (Stealth) checks made while underwater. Senses blindsight 10 ft., passive Perception 12
Languages —
Water Breathing. The octopus can breathe only underwater. Challenge 1/4 (50 XP)

Actions Actions

Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is Hit: 6 (1d4 + 4) piercing damage, and the target must make
a creature, it is grappled (escape DC 16). Until this grapple a DC 11 Constitution saving throw, taking 10 (3d6) poison
ends, the target is restrained, and the octopus can’t use its damage on a failed save, or half as much damage on a
tentacles on another target. successful one.

Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-
radius cloud of ink extends all around the octopus if it is
underwater. The area is heavily obscured for 1 minute,
although a significant current can disperse the ink. After
releasing the ink, the octopus can use the Dash action as a
bonus action.

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Giant Rat Giant Sea Horse

Small beast, unaligned Large beast, unaligned

Armor Class 12 Armor Class 13 (natural armor)
Hit Points 7 (2d6) Hit Points 16 (3d10)
Speed 30 ft. Speed 0 ft., swim 40 ft.

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

Senses darkvision 60 ft., passive Perception 10 Senses passive Perception 11
Languages — Languages —
Challenge 1/8 (25 XP) Challenge 1/2 (100 XP)

Keen Smell. The rat has advantage on Wisdom (Perception) Charge. If the sea horse moves at least 20 feet straight toward
checks that rely on smell. a target and then hits it with a ram attack on the same turn,
the target takes an extra 7 (2d6) bludgeoning damage. If the
Pack Tactics. The rat has advantage on an attack roll against a target is a creature, it must succeed on a DC 11 Strength
creature if at least one of the rat’s allies is within 5 feet of the saving throw or be knocked prone.
creature and the ally isn’t incapacitated.
Water Breathing. The sea horse can breathe only underwater.
Actions
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) piercing damage. Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) bludgeoning damage.
Giant Scorpion
Giant sea horses are often used as mounts by aquatic
Large beast, unaligned humanoids.

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
Languages — STR DEX CON INT WIS CHA
Challenge 3 (700 XP) 23 (+6) 11 (+0) 21 (+5) 1 (−5) 10 (+0) 5 (−3)

Actions Skills Perception +3
Senses blindsight 60 ft., passive Perception 13
Multiattack. The scorpion makes three attacks: two with its Languages —
claws and one with its sting. Challenge 5 (1,800 XP)

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
must make a DC 12 Constitution saving throw, taking 22 Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
(4d10) poison damage on a failed save, or half as much Hit: 22 (3d10 + 6) piercing damage.
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.
STR DEX CON INT WIS CHA Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison
14 (+2) 16 (+3) 12 (+1) 2 (−4) 11 (+0) 4 (−3) damage, and the target is grappled (escape DC 13). Until this
grapple ends, the target is restrained, and the toad can’t bite
Skills Stealth +7 another target.
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
Spider Climb. The spider can climb difficult surfaces, damage at the start of each of the toad’s turns. The toad can
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. Giant Vulture

Web Walker. The spider ignores movement restrictions Large beast, neutral evil
caused by webbing.
Armor Class 10
Actions Hit Points 22 (3d10 + 6)
Speed 10 ft., fly 60 ft.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 7 (1d8 + 3) piercing damage, and the target must make STR DEX CON INT WIS CHA
a DC 11 Constitution saving throw, taking 9 (2d8) poison 15 (+2) 10 (+0) 15 (+2) 6 (−2) 12 (+1) 7 (−2)
damage on a failed save, or half as much damage on a
successful one. If the poison damage reduces the target to 0 Skills Perception +3
hit points, the target is stable but poisoned for 1 hour, even Senses passive Perception 13
after regaining hit points, and is paralyzed while poisoned Languages understands Common but can’t speak
in this way. Challenge 1 (200 XP)

Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, Keen Sight and Smell. The vulture has advantage on Wisdom
range 30/60 ft., one creature. Hit: The target is restrained (Perception) checks that rely on sight or smell.
by webbing. As an action, the restrained target can make a
DC 12 Strength check, bursting the webbing on a success. Pack Tactics. The vulture has advantage on an attack roll
The webbing can also be attacked and destroyed (AC 10; hp against a creature if at least one of the vulture’s allies is within
5; vulnerability to fire damage; immunity to bludgeoning, 5 feet of the creature and the ally isn’t incapacitated.
poison, and psychic damage).
Actions
Giant Toad
Multiattack. The vulture makes two attacks: one with its beak
Large beast, unaligned and one with its talons.

Armor Class 11 Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit Points 39 (6d10 + 6) Hit: 7 (2d4 + 2) piercing damage.
Speed 20 ft., swim 40 ft.
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
STR DEX CON INT WIS CHA Hit: 9 (2d6 + 2) slashing damage.
15 (+2) 13 (+1) 13 (+1) 2 (−4) 10 (+0) 3 (−4)
A giant vulture has advanced intelligence and a malev-
Senses darkvision 30 ft., passive Perception 10 olent bent.
Languages —
Challenge 1 (200 XP)

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Giant Wasp Languages —
Challenge 1/4 (50 XP)
Medium beast, unaligned
Spider Climb. The spider can climb difficult surfaces,
Armor Class 12 including upside down on ceilings, without needing to make
Hit Points 13 (3d8) an ability check.
Speed 10 ft., fly 50 ft.
Web Sense. While in contact with a web, the spider knows
STR DEX CON INT WIS CHA the exact location of any other creature in contact with
10 (+0) 14 (+2) 10 (+0) 1 (−5) 10 (+0) 3 (−4) the same web.

Senses passive Perception 10 Web Walker. The spider ignores movement restrictions
Languages — caused by webbing.
Challenge 1/2 (100 XP)
Actions
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one Hit: 4 (1d6 + 1) piercing damage, and the target must make
creature. Hit: 5 (1d6 + 2) piercing damage, and the target a DC 11 Constitution saving throw, taking 7 (2d6) poison
must make a DC 11 Constitution saving throw, taking 10 damage on a failed save, or half as much damage on a
(3d6) poison damage on a failed save, or half as much successful one. If the poison damage reduces the target to 0
damage on a successful one. If the poison damage reduces hit points, the target is stable but poisoned for 1 hour, even
the target to 0 hit points, the target is stable but poisoned for after regaining hit points, and is paralyzed while poisoned
1 hour, even after regaining hit points, and is paralyzed while in this way.
poisoned in this way.
Giant wolf spiders hunt prey across open ground or hide
Giant Weasel in burrows or crevices to attack from ambush.

Medium beast, unaligned Gnoll

Armor Class 13 Medium humanoid (gnoll), chaotic evil
Hit Points 9 (2d8)
Speed 40 ft. Armor Class 15 (hide armor, shield)
Hit Points 22 (5d8)
STR DEX CON INT WIS CHA Speed 30 ft.
11 (+0) 16 (+3) 10 (+0) 4 (−3) 12 (+1) 5 (−3)
STR DEX CON INT WIS CHA
Skills Perception +3, Stealth +5 14 (+2) 12 (+1) 11 (+0) 6 (−2) 10 (+0) 7 (−2)
Senses darkvision 60 ft., passive Perception 13
Languages — Senses darkvision 60 ft., passive Perception 10
Challenge 1/8 (25 XP) Languages Gnoll
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.
Giant Wolf Spider
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5
Medium beast, unaligned ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing
damage, or 6 (1d8 + 2) piercing damage if used with two
Armor Class 13 hands to make a melee attack.
Hit Points 11 (2d8 + 2)
Speed 40 ft., climb 40 ft. Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft.,
one target. Hit: 5 (1d8 + 1) piercing damage.
STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 3 (−4) 12 (+1) 4 (−3) Gnolls are feral, hyena-headed humanoids that attack
without warning, slaughtering their victims and devour-
Skills Perception +3, Stealth +7 ing their flesh.
Senses blindsight 10 ft., darkvision 60 ft., passive

Perception 13

Chapter 12: Monsters 137

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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
Charge. If the goat moves at least 20 feet straight toward a Languages —
target and then hits it with a ram attack on the same turn, Challenge 2 (450 XP)
the target takes an extra 2 (1d4) bludgeoning damage. If the
target is a creature, it must succeed on a DC 10 Strength Stone Camouflage. The grick has advantage on Dexterity
saving throw or be knocked prone. (Stealth) checks made to hide in rocky terrain.

Sure-Footed. The goat has advantage on Strength and Actions
Dexterity saving throws made against effects that would
knock it prone. Multiattack. The grick makes one attack with its tentacles. If
that attack hits, the grick can make one beak attack against
Actions the same target.

Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Hit: 3 (1d4 + 1) bludgeoning damage. target. Hit: 9 (2d6 + 2) slashing damage.

Goblin Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.
Small humanoid (goblinoid), neutral evil
This wormlike monstrosity blends in with the rock of the
Armor Class 15 (leather armor, shield) caverns it haunts. When prey comes near, its barbed ten-
Hit Points 7 (2d6) tacles unfurl to reveal its hungry, snapping beak.
Speed 30 ft.
Griffon
STR DEX CON INT WIS CHA
8 (−1) 14 (+2) 10 (+0) 10 (+0) 8 (−1) 8 (−1) Large monstrosity, unaligned

Skills Stealth +6 Armor Class 12
Senses darkvision 60 ft., passive Perception 9 Hit Points 59 (7d10 + 21)
Languages Common, Goblin Speed 30 ft., fly 80 ft.
Challenge 1/4 (50 XP)
STR DEX CON INT WIS CHA
Nimble Escape. The goblin can take the Disengage or Hide 18 (+4) 15 (+2) 16 (+3) 2 (−4) 13 (+1) 8 (−1)
action as a bonus action on each of its turns.
Skills Perception +5
Actions Senses darkvision 60 ft., passive Perception 15
Languages —
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one Challenge 2 (450 XP)
target. Hit: 5 (1d6 + 2) slashing damage.
Keen Sight. The griffon has advantage on Wisdom
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., (Perception) checks that rely on sight.
one target. Hit: 5 (1d6 + 2) piercing damage.
Actions
Goblins are small, black-hearted humanoids that lair in
despoiled dungeons and other dismal settings. Individu- Multiattack. The griffon makes two attacks: one with its beak
ally weak, they gather in large numbers to torment other and one with its claws.
creatures.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) piercing damage.

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 138
a lion and the head, forelegs, and wings of an eagle.

Chapter 12: Monsters

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Harpy Hawk

Medium monstrosity, chaotic evil Tiny beast, unaligned

Armor Class 11 Armor Class 13
Hit Points 38 (7d8 + 7) Hit Points 1 (1d4 − 1)
Speed 20 ft., fly 40 ft. Speed 10 ft., fly 60 ft.

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

Senses passive Perception 10 Skills Perception +4
Languages Common Senses passive Perception 14
Challenge 1 (200 XP) Languages —
Challenge 0 (10 XP)
Actions
Keen Sight. The hawk has advantage on Wisdom (Perception)
Multiattack. The harpy makes two attacks: one with its claws checks that rely on sight.
and one with its club.
Actions
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 6 (2d4 + 1) slashing damage. Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1 slashing damage.
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 3 (1d4 + 1) bludgeoning damage. Hell Hound

Luring Song. The harpy sings a magical melody. Every Medium fiend, lawful evil
humanoid and giant within 300 feet of the harpy that can hear
the song must succeed on a DC 11 Wisdom saving throw Armor Class 15 (natural armor)
or be charmed until the song ends. The harpy must take a Hit Points 45 (7d8 + 14)
bonus action on its subsequent turns to continue singing. It Speed 50 ft.
can stop singing at any time. The song ends if the harpy is
incapacitated. STR DEX CON INT WIS CHA
While charmed by the harpy, a target is incapacitated and 17 (+3) 12 (+1) 14 (+2) 6 (−2) 13 (+1) 6 (−2)
ignores the songs of other harpies. If the charmed target is
more than 5 feet away from the harpy, the target must move Skills Perception +5
on its turn toward the harpy by the most direct route, trying Damage Immunities fire
to get within 5 feet. It doesn’t avoid opportunity attacks, but Senses darkvision 60 ft., passive Perception 15
before moving into damaging terrain, such as lava or a pit, Languages understands Infernal but can’t speak it
and whenever it takes damage from a source other than the Challenge 3 (700 XP)
harpy, a target can repeat the saving throw. A charmed target
can also repeat the saving throw at the end of each of its Keen Hearing and Smell. The hound has advantage on
turns. If the saving throw is successful, the effect ends on it. Wisdom (Perception) checks that rely on hearing or smell.
A target that successfully saves is immune to this harpy’s
song for the next 24 hours. Pack Tactics. The hound has advantage on an attack roll
against a creature if at least one of the hound’s allies is within
A harpy combines the body, legs, and wings of a vul- 5 feet of the creature and the ally isn’t incapacitated.
ture with the torso, arms, and head of a human female.
Its sweet song has lured countless adventurers to Actions
their deaths.
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 Actions
target. Hit: 18 (3d8 + 5) bludgeoning damage.
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1)
target. Hit: 21 (3d10 + 5) bludgeoning damage. slashing damage if used with two hands.

Hill giants are selfish, dimwitted brutes that hunt and Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft.,
raid in constant search of food. Their skins are tan from one target. Hit: 5 (1d8 + 1) piercing damage.
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-
cept skill and cunning in battle.
Large monstrosity, unaligned
Hunter Shark
Armor Class 11
Hit Points 19 (3d10 + 3) Large beast, unaligned
Speed 40 ft., fly 60 ft.
Armor Class 12 (natural armor)
STR DEX CON INT WIS CHA Hit Points 45 (6d10 + 12)
17 (+3) 13 (+1) 13 (+1) 2 (−4) 12 (+1) 8 (−1) Speed 0 ft., swim 40 ft.

Skills Perception +5 STR DEX CON INT WIS CHA
Senses passive Perception 15 18 (+4) 13 (+1) 15 (+2) 1 (−5) 10 (+0) 4 (−3)
Languages —
Challenge 1 (200 XP) Skills Perception +2
Senses blindsight 30 ft., passive Perception 12
Keen Sight. The hippogriff has advantage on Wisdom Languages —
(Perception) checks that rely on sight. Challenge 2 (450 XP)

Actions Blood Frenzy. The shark has advantage on melee attack rolls
against any creature that doesn’t have all its hit points.
Multiattack. The hippogriff makes two attacks: one with its
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. Actions
Hit: 8 (1d10 + 3) piercing damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Hit: 10 (2d6 + 3) slashing 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 Jackal
damage since its last turn. The hydra regains 10 hit points for
each head regrown in this way. Small beast, unaligned

Reactive Heads. For each head the hydra has beyond Armor Class 12
one, it gets an extra reaction that can be used only for Hit Points 3 (1d6)
opportunity attacks. Speed 40 ft.

Wakeful. While the hydra sleeps, at least one of its STR DEX CON INT WIS CHA
heads is awake. 8 (−1) 15 (+2) 11 (+0) 3 (−4) 12 (+1) 6 (−2)

Actions Skills Perception +3
Senses passive Perception 13
Multiattack. The hydra makes as many bite attacks as Languages —
it has heads. Challenge 0 (10 XP)

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Keen Hearing and Smell. The jackal has advantage on
Hit: 10 (1d10 + 5) piercing damage. Wisdom (Perception) checks that rely on hearing or smell.

The hydra is a reptilian horror with a crocodilian body Pack Tactics. The jackal has advantage on an attack roll
and multiple heads on long, serpentine necks. Although against a creature if at least one of the jackal’s allies is within
its heads can be severed, the hydra magically regrows 5 feet of the creature and the ally isn’t incapacitated.
them in short order.
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,
that target must succeed on a DC 13 Strength saving throw
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. or be knocked prone. If the target is prone, the lion can make
Hit: 21 (5d6 + 4) piercing damage. one bite attack against it as a bonus action.

Kobold Running Leap. With a 10-foot running start, the lion can long
jump up to 25 feet.
Small humanoid (kobold), lawful evil
Actions
Armor Class 12
Hit Points 5 (2d6 − 2) Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Speed 30 ft. Hit: 7 (1d8 + 3) piercing damage.

STR DEX CON INT WIS CHA Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
7 (−2) 15 (+2) 9 (−1) 8 (−1) 7 (−2) 8 (−1) Hit: 6 (1d6 + 3) slashing damage.

Senses darkvision 60 ft., passive Perception 8 Lizard
Languages Common, Draconic
Challenge 1/8 (25 XP) Tiny beast, unaligned

Sunlight Sensitivity. While in sunlight, the kobold has Armor Class 10
disadvantage on attack rolls, as well as on Wisdom Hit Points 2 (1d4)
(Perception) checks that rely on sight. Speed 20 ft., climb 20 ft.

Pack Tactics. The kobold has advantage on an attack roll STR DEX CON INT WIS CHA
against a creature if at least one of the kobold’s allies is within 2 (−4) 11 (+0) 10 (+0) 1 (−5) 8 (−1) 3 (−4)
5 feet of the creature and the ally isn’t incapacitated.
Senses darkvision 30 ft., passive Perception 9
Actions Languages —
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 Manticore
Senses passive Perception 13
Languages Draconic Large monstrosity, lawful evil
Challenge 1/2 (100 XP)
Armor Class 14 (natural armor)
Hold Breath. The lizardfolk can hold its breath for 15 minutes. Hit Points 68 (8d10 + 24)
Speed 30 ft., fly 50 ft.
Actions
STR DEX CON INT WIS CHA
Multiattack. The lizardfolk makes two melee attacks, each 17 (+3) 16 (+3) 17 (+3) 7 (−2) 12 (+1) 8 (−1)
one with a different weapon.
Senses darkvision 60 ft., passive Perception 11
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Languages Common
Hit: 5 (1d6 + 2) piercing damage. Challenge 3 (700 XP)

Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one Tail Spike Regrowth. The manticore has twenty-four tail
target. Hit: 5 (1d6 + 2) bludgeoning damage. spikes. Used spikes regrow when the manticore finishes
a long rest.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach
5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) Actions
piercing damage.
Multiattack. The manticore makes three attacks: one with its
Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one bite and two with its claws or three with its tail spikes.
target. Hit: 5 (1d6 + 2) piercing damage.
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
Skills Perception +3 target. Hit: 5 (1d6 + 2) piercing damage.
Senses passive Perception 13
Languages — Longbow. Ranged Weapon Attack: +5 to hit, range 150/600
Challenge 1/8 (25 XP) ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6)
poison damage.
Keen Hearing and Smell. The mastiff has advantage on
Wisdom (Perception) checks that rely on hearing or smell. A victim of a terrible curse, the serpent-haired medusa
petrifies all those who gaze upon it, turning creatures
Actions into stone monuments to its corruption.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Merfolk
Hit: 4 (1d6 + 1) piercing damage. If the target is a creature,
it must succeed on a DC 11 Strength saving throw or be Medium humanoid (merfolk), neutral
knocked prone.
Armor Class 11
Mastiffs are impressive hounds prized by humanoids for Hit Points 11 (2d8 + 2)
their loyalty and keen senses. Speed 10 ft., swim 40 ft.

Medusa STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 12 (+1) 11 (+0) 11 (+0) 12 (+1)
Medium monstrosity, lawful evil
Skills Perception +2
Armor Class 15 (natural armor) Senses passive Perception 12
Hit Points 127 (17d8 + 51) Languages Aquan, Common
Speed 30 ft. Challenge 1/8 (25 XP)

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
Senses darkvision 60 ft., passive Perception 14 Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft.
Languages Common or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage,
Challenge 6 (2,300 XP) or 4 (1d8) piercing damage if used with two hands to make a
melee attack.
Petrifying Gaze. When a creature that can see the medusa’s
eyes starts its turn within 30 feet of the medusa, the medusa Merfolk are aquatic humanoids with the lower body of a
can force it to make a DC 14 Constitution saving throw if fish. They live in small tribes beneath the waves.
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) Mummy
Speed 40 ft.
Medium undead, lawful evil
STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 6 (−2) 16 (+3) 9 (−1) Armor Class 11 (natural armor)
Hit Points 58 (9d8 + 18)
Skills Perception +7 Speed 20 ft.
Senses darkvision 60 ft., passive Perception 17
Languages Abyssal STR DEX CON INT WIS CHA
Challenge 3 (700 XP) 16 (+3) 8 (−1) 15 (+2) 6 (−2) 10 (+0) 12 (+1)

Charge. If the minotaur moves at least 10 feet straight toward Saving Throws Wis +2
a target and then hits it with a gore attack on the same turn, Damage Vulnerabilities fire
the target takes an extra 9 (2d8) piercing damage. If the target Damage Resistances bludgeoning, piercing, and slashing
is a creature, it must succeed on a DC 14 Strength saving
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
Reckless. At the start of its turn, the minotaur can gain Senses darkvision 60 ft., passive Perception 10
advantage on all melee weapon attack rolls it makes during Languages the languages it knew in life
that turn, but attack rolls against it have advantage until the Challenge 3 (700 XP)
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
Their fur stained with the blood of fallen foes, minotaurs mummy rot. The cursed target can’t regain hit points, and
are massive, bull-headed humanoids whose roar is a sav- its hit point maximum decreases by 10 (3d6) for every 24
age battle cry that all civilized creatures fear. hours that elapse. If the curse reduces the target’s hit point
maximum to 0, the target dies, and its body turns to dust.
Mule The curse lasts until removed by the remove curse spell or
other magic.
Medium beast, unaligned
Dreadful Glare. The mummy targets one creature it can see
Armor Class 10 within 60 feet of it. If the target can see the mummy, it must
Hit Points 11 (2d8 + 2) succeed on a DC 11 Wisdom saving throw against this magic
Speed 40 ft. or become frightened until the end of the mummy’s next
turn. If the target fails the saving throw by 5 or more, it is
STR DEX CON INT WIS CHA also paralyzed for the same duration. A target that succeeds
14 (+2) 10 (+0) 13 (+1) 2 (−4) 10 (+0) 5 (−3) on the saving throw is immune to the Dreadful Glare of all
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
upside down on ceilings, without needing to make an
Medium aberration, neutral evil ability check.

Armor Class 15 (natural armor) Actions
Hit Points 45 (6d8 + 18)
Speed 30 ft. Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6)
STR DEX CON INT WIS CHA acid damage.
14 (+2) 16 (+3) 16 (+3) 13 (+1) 10 (+0) 8 (−1)
Reactions
Skills Arcana +3, Insight +4, Perception +2, Stealth +5
Senses truesight 120 ft., passive Perception 12 Split. When a jelly that is Medium or larger is subjected to
Languages Undercommon lightning or slashing damage, it splits into two new jellies if it
Challenge 2 (450 XP) has at least 10 hit points. Each new jelly has hit points equal
to half the original jelly’s, rounded down. New jellies are one
Keen Sight. The nothic has advantage on Wisdom size smaller than the original jelly.
(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.
Octopus
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage. Small beast, unaligned

Rotting Gaze. The nothic targets one creature it can see Armor Class 12
within 30 feet of it. The target must succeed on a DC 12 Hit Points 3 (1d6)
Constitution saving throw against this magic or take 10 (3d6) Speed 5 ft., swim 30 ft.
necrotic damage.
STR DEX CON INT WIS CHA
Weird Insight. The nothic targets one creature it can see 4 (−3) 15 (+2) 11 (+0) 3 (−4) 10 (+0) 4 (−3)
within 30 feet of it. The target must contest its Charisma
(Deception) check against the nothic’s Wisdom (Insight) Skills Perception +2, Stealth +4
check. If the nothic wins, it magically learns one fact or secret Senses darkvision 30 ft., passive Perception 12
about the target. The target automatically wins if it is immune Languages —
to being charmed. Challenge 0 (10 XP)

A nothic is a monstrous creature with terrible talons and Hold Breath. While out of water, the octopus can hold its
a single great eye. When driven to violence, it uses its breath for 30 minutes.
horrific gaze to rot the flesh from its enemies’ bones.
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)
Speed 10 ft., climb 10 ft. Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 1 bludgeoning damage, and the target is grappled
STR DEX CON INT WIS CHA (escape DC 10). Until this grapple ends, the octopus can’t
15 (+2) 6 (−2) 14 (+2) 2 (−4) 6 (−2) 1 (−5) use its tentacles on another target.

Damage Resistances acid Ink Cloud (Recharges after a Short or Long Rest). A 5-foot-
Damage Immunities lightning, slashing radius cloud of ink extends all around the octopus if it is
Condition Immunities blinded, charmed, deafened, underwater. The area is heavily obscured for 1 minute,
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

Ogres are hulking giants notorious for their quick tem- Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
pers. When its rage is incited, an ogre lashes out in a Hit: 1 slashing damage.
frustrated tantrum until it runs out of objects or crea-
tures to smash. Owlbear

Orc Large monstrosity, unaligned

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

Actions Multiattack. The owlbear makes two attacks: one with its
beak and one with its claws.
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 9 (1d12 + 3) slashing damage. Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one
creature. Hit: 10 (1d10 + 5) piercing damage.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach
5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
piercing damage. Hit: 14 (2d8 + 5) slashing damage.

Orcs are savage humanoids with stooped postures, A monstrous cross between giant owl and bear, an owl-
piggish faces, and prominent teeth that resemble tusks. bear’s reputation for ferocity and aggression makes it one
They gather in tribes that satisfy their bloodlust by slay- of the most feared predators of the wild.
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
Pegasus successful one. If the poison damage reduces the target to 0
hit points, the target is stable but poisoned for 1 hour, even
Large celestial, chaotic good after regaining hit points, and is paralyzed while poisoned
in this way.
Armor Class 12
Hit Points 59 (7d10 + 21) A phase spider possesses the magical ability to phase in
Speed 60 ft., fly 90 ft. and out of the Ethereal Plane. It seems to appear out of
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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D&D Basic Rules (Version 1.0). Not for resale. Permission granted to print and photocopy this document for personal use only.

Plesiosaurus Polar Bear

Large beast, unaligned Large beast, unaligned

Armor Class 13 (natural armor) Armor Class 12 (natural armor)
Hit Points 68 (8d10 + 24) Hit Points 42 (5d10 + 15)
Speed 20 ft., swim 40 ft. Speed 40 ft., swim 30 ft.

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

Skills Perception +3, Stealth +4 Skills Perception +3
Senses passive Perception 13 Senses passive Perception 13
Languages — Languages —
Challenge 2 (450 XP) Challenge 2 (450 XP)

Hold Breath. The plesiosaurus can hold its breath for 1 hour. Keen Smell. The bear has advantage on Wisdom (Perception)
checks that rely on smell.
Actions
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 14 (3d6 + 4) piercing damage. Multiattack. The bear makes two attacks: one with its bite
and one with its claws.
This predatory marine reptile and cousin to the di-
nosaurs attacks any creature it encounters. Its long, Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
flexible neck lets it twist in any direction to deliver a pow- Hit: 9 (1d8 + 5) piercing damage.
erful bite.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Poisonous Snake Hit: 12 (2d6 + 5) slashing damage.

Tiny beast, unaligned Pony

Armor Class 13 Medium beast, unaligned
Hit Points 2 (1d4)
Speed 30 ft., swim 30 ft. Armor Class 10
Hit Points 11 (2d8 + 2)
STR DEX CON INT WIS CHA Speed 40 ft.
2 (−4) 16 (+3) 11 (+0) 1 (−5) 10 (+0) 3 (−4)
STR DEX CON INT WIS CHA
Senses blindsight 10 ft., passive Perception 10 15 (+2) 10 (+0) 13 (+1) 2 (−4) 11 (+0) 7 (−2)
Languages —
Challenge 1/8 (25 XP) Senses passive Perception 10
Languages —
Actions Challenge 1/8 (25 XP)

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
failed save, or half as much damage on a successful one. target. Hit: 7 (2d4 + 2) bludgeoning damage.

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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.
Raven
These flying reptilian cousins to the dinosaurs have no
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 Mimicry. The raven can mimic simple sounds it has heard,
Languages — such as a person whispering, a baby crying, or an animal
Challenge 0 (10 XP) 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.
Actions Hit: 1 piercing damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1 piercing damage.

A quipper is a carnivorous fish with sharp teeth.

Chapter 12: Monsters 150

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


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