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Dungeon Master’s Basic Rules Fifth Edition

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Published by Ricky's Tomb of Tomes, 2020-06-26 21:26:20

DnD 5th Ed. Dungeon Master’s Basic Rules

Dungeon Master’s Basic Rules Fifth Edition

Keywords: DnD,RPG,Dungeons & Dragons,DnD5e,Game Guides

Dungeon Master’s Basic Rules Version 0.5

Credits Based on the original D&D game created by
E. Gary Gygax and Dave Arneson,
D&D Lead Designers: Mike Mearls, Jeremy Crawford with Brian Blume, Rob Kuntz, James Ward, and Don Kaye

Design Team: Christopher Perkins, James Wyatt, Rodney Drawing from further development by
Thompson, Robert J. Schwalb, Peter Lee, Steve Townshend, J. Eric Holmes, Tom Moldvay, Frank Mentzer, Aaron Allston,
Bruce R. Cordell Harold Johnson, David “Zeb” Cook, Ed Greenwood, Keith
Baker, Tracy Hickman, Margaret Weis, Douglas Niles, Jeff
Editing Team: Chris Sims, Michele Carter, Scott Fitzgerald Gray Grubb, Jonathan Tweet, Monte Cook, Skip Williams, Richard
Producer: Greg Bilsland Baker, Peter Adkison, Bill Slavicsek, Andy Collins, and Rob
Heinsoo
Art Directors: Kate Irwin, Dan Gelon, Jon Schindehette, Mari
Kolkowsky, Melissa Rapier, Shauna Narciso Playtesting provided by
over 175,000 fans of D&D. Thank you!
Graphic Designers: Bree Heiss, Emi Tanji
Interior Illustrator: Jaime Jones Release: December 21, 2015

Additional Contributors: Kim Mohan, Matt Sernett, Chris DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon
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Available for download at
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Contents

Monsters 2 Giant Ape
Giant Badger.....................................................................................23
Statistics................................................................................... 2 Giant Bat
Giant boar
Legendary Creatures..............................................................6 Giant Centipede
Giant Constrictor Snake.................................................................24
Adult Red Dragon...............................................................................8 Giant Crab
Air Elemental......................................................................................9 Giant Crocodile
Allosaurus Giant Eagle
Animated Armor Giant Elk............................................................................................25
Ankylosaurus.....................................................................................10 Giant Fire Beetle
Ape Giant Frog
Awakened Shrub Giant Goat
Awakened Tree Giant Hyena.......................................................................................26
Axe Beak............................................................................................11 Giant Lizard
Baboon Giant Octopus
Badger Giant Owl
Banshee Giant Poisonous Snake..................................................................27
Bat.......................................................................................................12 Giant Rat
Basilisk Giant Scorpion
Black Bear Giant Sea Horse
Blink Dog Giant Shark.......................................................................................28
Blood Hawk.......................................................................................13 Giant Spider
Boar Giant Toad
Brown Bear Giant Vulture.....................................................................................29
Bugbear Giant Wasp
Camel..................................................................................................14 Giant Weasel
Cat Giant Wolf Spider
Centaur Gnoll....................................................................................................30
Chimera Goat
Cockatrice..........................................................................................15 Goblin
Constrictor Snake Grick
Crab Griffon.................................................................................................31
Crocodile Harpy
Cyclops...............................................................................................16 Hawk
Death Dog Hell Hound........................................................................................32
Deer Hill Giant
Dire wolf Hippogriff
Doppleganger....................................................................................17 Hobgoblin
Draft Horse Hunter Shark....................................................................................33
Eagle Hydra
Earth Elemental Hyena
Elephant.............................................................................................18 Jackal
Elk Killer Whale......................................................................................34
Fire Elemental Kobold
Fire Giant...........................................................................................19 Lion
Flameskull Lizard
Flesh Golem......................................................................................20 Lizardfolk...........................................................................................35
Flying Snake Mammoth
Flying Sword Manticore
Frog.....................................................................................................21 Mastiff
Frost Giant Medusa...............................................................................................36
Gargoyle Merfolk
Ghost...................................................................................................22 Minotaur
Ghoul Mule....................................................................................................37

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Contents

Mummy...............................................................................................37 Nonplayer Characters..........................................................53
Nothic Acolyte................................................................................................53
Ochre Jelly..........................................................................................38 Bandit
Octopus Berserker
Ogre Commoner.........................................................................................54
Orc.......................................................................................................39 Cultist
Owl Guard
Owlbear Knight
Panther Mage....................................................................................................55
Pegasus..............................................................................................40 Priest
Phase Spider Thug
Plesiosaurus
Poisonous Snake Building Combat Encounters 56
Polar Bear..........................................................................................41
Pony Magic Items 58
Pteradon
Quipper Using A Magic Item..............................................................58
Rat
Raven..................................................................................................42 Item Descriptions.................................................................. 59
Reef Shark Amulet of Health
Rhinoceros Armor, +1, +2, or +3
Riding Horse Bag of Holding
Saber-Toothed Tiger........................................................................43 Boots of Striding & Springing
Satyr Cloak of Elvenkind
Scorpion Gauntlets of Ogre Power
Sea Horse Gloves of Swimming & Climbing
Skeleton Goggles of Night
Spectator............................................................................................44 Headband of Intellect
Spider Keoghtom’s Ointment
Stirge Potion of Flying
Stone Golem.....................................................................................45 Potion of Invisibility
Swarm of Bats Potion of Vitality
Swarm of Insects Ring of Evasion.................................................................................60
Swarm of Poisonous Snakes........................................................46 Ring of Protection
Swarm of Quippers Ring of Resistance
Swarm of Rats Spell Scroll
Swarm of Ravens Wand of Magic Detection
Tiger....................................................................................................47 Wand of Magic Missiles
Triceratops Weapon, +1, +2, or +3
Troll
Twig Blight Appendix: Monsters By Challenge 61
Tyrannosaurus Rex..........................................................................48 Rating
Vulture
Warhorse What Comes Next? 63
Water Elemental...............................................................................49
Weasel
Werewolf
Wight...................................................................................................50
Winter Wolf
Wolf
Worg....................................................................................................51
Wyvern
Yeti
Young Green Dragon.......................................................................52
Zombie

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Monsters

Guidelines for understanding the information found in a iconic constructs. Many creatures native to the outer
monster’s statistics are presented below. plane of Mechanus, such as modrons, are constructs
shaped from the raw material of the plane by the will of
Statistics more powerful creatures.
Dragons are large reptilian creatures of ancient origin
A monster’s statistics, sometimes referred to as its stat and tremendous power. True dragons, including the
block, provide the essential information that you need good metallic dragons and the evil chromatic dragons,
to run the monster. are highly intelligent and have innate magic. Also in this
category are creatures distantly related to true dragons,
Size but less powerful, less intelligent, and less magical, such
as wyverns and pseudodragons.
A monster can be Tiny, Small, Medium, Large, Huge, Elementals are creatures native to the elemental
or Gargantuan. The Size Categories table shows how planes. Some creatures of this type are little more than
much space a creature of a particular size controls animate masses of their respective elements, including
in combat. See the player’s D&D basic rules or the the creatures simply called elementals. Others have
Player’s Handbook for more information on creature biological forms infused with elemental energy. The
size and space. races of genies, including djinn and efreet, form the
most important civilizations on the elemental planes.
Size Categories Other elemental creatures include azers, invisible
stalkers, and water weirds.
Size Space Examples Fey are magical creatures closely tied to the forces of
Tiny 2½ by 2½ ft. Imp, sprite nature. They dwell in twilight groves and misty forests.
Small 5 by 5 ft. Giant rat, goblin In some worlds, they are closely tied to the Feywild, also
Medium 5 by 5 ft. Orc, werewolf called the Plane of Faerie. Some are also found in the
Large 10 by 10 ft. Hippogriff, ogre Outer Planes, particularly the planes of Arborea and the
Huge 15 by 15 ft. Fire giant, treant Beastlands. Fey include dryads, pixies, and satyrs.
Gargantuan 20 by 20 ft. or larger Kraken, purple worm Fiends are creatures of wickedness that are native
to the Lower Planes. A few are the servants of deities,
Type but many more labor under the leadership of archdevils
and demon princes. Evil priests and mages sometimes
A monster’s type speaks to its fundamental nature. summon fiends to the material world to do their bidding.
Certain spells, magic items, class features, and other If an evil celestial is a rarity, a good fiend is almost
effects in the game interact in special ways with inconceivable. Fiends include demons, devils, hell
creatures of a particular type. For example, an arrow of hounds, rakshasas, and yugoloths.
dragon slaying deals extra damage not only to dragons Giants tower over humans and their kind. They are
but also other creatures of the dragon type, such as humanlike in shape, though some have multiple heads
dragon turtles and wyverns. (ettins) or deformities (fomorians). The six varieties of
The game includes the following monster types, which true giant are hill giants, stone giants, frost giants, fire
have no rules of their own. giants, cloud giants, and storm giants. Besides these,
Aberrations are utterly alien beings. Many of them creatures such as ogres and trolls are giants.
have innate magical abilities drawn from the creature’s Humanoids are the main peoples of the D&D
alien mind rather than the mystical forces of the world. world, both civilized and savage, including humans
The quintessential aberrations are aboleths, beholders, and a tremendous variety of other species. They have
mind flayers, and slaadi. language and culture, few if any innate magical abilities
Beasts are nonhumanoid creatures that are a natural (though most humanoids can learn spellcasting), and a
part of the fantasy ecology. Some of them have magical bipedal form. The most common humanoid races are
powers, but most are unintelligent and lack any society the ones most suitable as player characters: humans,
or language. Beasts include all varieties of ordinary dwarves, elves, and halflings. Almost as numerous but
animals, dinosaurs, and giant versions of animals. far more savage and brutal, and almost uniformly evil,
Celestials are creatures native to the Upper Planes. are the races of goblinoids (goblins, hobgoblins, and
Many of them are the servants of deities, employed bugbears), orcs, gnolls, lizardfolk, and kobolds.
as messengers or agents in the mortal realm and Monstrosities are monsters in the strictest sense—
throughout the planes. Celestials are good by nature, frightening creatures that are not ordinary, not truly
so the exceptional celestial who strays from a good natural, and almost never benign. Some are the
alignment is a horrifying rarity. Celestials include results of magical experimentation gone awry (such
angels, couatls, and pegasi. as owlbears), and others are the product of terrible
Constructs are made, not born. Some are curses (including minotaurs and yuan-ti). They defy
programmed by their creators to follow a simple set of categorization, and in some sense serve as a catch-all
instructions, while others are imbued with sentience category for creatures that don’t fit into any other type.
and capable of independent thought. Golems are the

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

Climb

A monster that has a climbing speed can use all or
part of its movement to move on vertical surfaces. The
monster doesn’t need to spend extra movement to climb.

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Fly A skill bonus is the sum of a monster’s relevant
ability modifier and its proficiency bonus, which is
A monster that has a flying speed can use all or part of determined by the monster’s challenge rating (as
its movement to fly. Some monsters have the ability to shown in the Proficiency Bonus by Challenge Rating
hover, which makes them hard to knock out of the air table). Other modifiers might apply. For instance, a
(as explained in the rules on flying in the player’s D&D monster might have a larger-than-expected bonus
basic rules or the Player’s Handbook). Such a monster (usually double its proficiency bonus) to account for
stops hovering when it dies. its heightened expertise.

Swim Vulnerabilities, Resistances,
and Immunities
A monster that has a swimming speed doesn’t need to
spend extra movement to swim. Some creatures have vulnerability, resistance, or
immunity to certain types of damage. Particular
Ability Scores creatures are even resistant or immune to damage
from nonmagical attacks (a magical attack is an attack
Every monster has six ability scores (Strength, delivered by a spell, a magic item, or another magical
Dexterity, Constitution, Intelligence, Wisdom, and source). In addition, some creatures are immune to
Charisma) and corresponding modifiers. For more certain conditions.
information on ability scores and how they’re used
in play, see the player’s D&D basic rules or the Senses
Player’s Handbook.
The Senses entry notes a monster’s passive
Saving Throws Wisdom (Perception) score, as well as any special
senses the monster might have. Special senses are
The Saving Throws entry is reserved for creatures described below.
that are adept at resisting certain kinds of effects.
For example, a creature that isn’t easily charmed or Blindsight
frightened might gain a bonus on its Wisdom saving
throws. Most creatures don’t have special saving throw A monster with blindsight can perceive its surroundings
bonuses, in which case this section is absent. without relying on sight, within a specific radius.
A saving throw bonus is the sum of a monster’s relevant Creatures without eyes, such as grimlocks and gray
ability modifier and its proficiency bonus, which is oozes, typically have this special sense, as do creatures
determined by the monster’s challenge rating (as shown with echolocation or heightened senses, such as bats
in the Proficiency Bonus by Challenge Rating table). and true dragons.
If a monster is naturally blind, it has a parenthetical
Proficiency Bonus by Challenge Rating note to this effect, indicating that the radius of its
blindsight defines the maximum range of its perception.
Challenge Proficiency Challenge Proficiency
0 Bonus 14 Bonus Darkvision
1/8 15
1/4 +2 16 +5 A monster with darkvision can see in the dark within a
1/2 +2 17 +5 specific radius. The monster can see in dim light within
1 +2 18 +5 the radius as if it were bright light, and in darkness as
2 +2 19 +6 if it were dim light. The monster can’t discern color in
3 +2 20 +6 darkness, only shades of gray. Many creatures that live
4 +2 21 +6 underground have this special sense.
5 +2 22 +6
6 +2 23 +7 Tremorsense
7 +3 24 +7
8 +3 25 +7 A monster with tremorsense can detect and pinpoint
9 +3 26 +7 the origin of vibrations within a specific radius,
10 +3 27 +8 provided that the monster and the source of the
11 +4 28 +8 vibrations are in contact with the same ground or
12 +4 29 +8 substance. Tremorsense can’t be used to detect flying or
13 +4 30 +8 incorporeal creatures. Many burrowing creatures, such
+4 +9 as ankhegs and umber hulks, have this special sense.
+5 +9
Truesight
Skills
A monster with truesight can, out to a specific range, see
The Skills entry is reserved for monsters that are in normal and magical darkness, see invisible creatures
proficient in one or more skills. For example, a monster and objects, automatically detect visual illusions and
that is very perceptive and stealthy might have bonuses succeed on saving throws against them, and perceive
to Wisdom (Perception) and Dexterity (Stealth) checks. the original form of a shapechanger or a creature that
is transformed by magic. Furthermore, the monster can
see into the Ethereal Plane within the same range.

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Languages Experience Points by Challenge Rating

The languages that a monster can speak are listed Challenge XP Challenge XP
in alphabetical order. Sometimes a monster can
understand a language but can’t speak it, and this is 0 0 or 10 14 11,500
noted in its entry. A “—” indicates that a creature neither 1/8 25 15 13,000
speaks nor understands any language. 1/4 50 16 15,000
1/2 100 17 18,000
Telepathy 1 200 18 20,000
2 450 19 22,000
Telepathy is a magical ability that allows a monster to 3 700 20 25,000
communicate mentally with another creature within a 4 1,100 21 33,000
specified range. The contacted creature doesn’t need 5 1,800 22 41,000
to share a language with the monster to communicate 6 2,300 23 50,000
in this way with it, but it must be able to understand at 7 2,900 24 62,000
least one language. A creature without telepathy can 8 3,900 25 75,000
receive and respond to telepathic messages but can’t 9 5,000 26 90,000
initiate or terminate a telepathic conversation. 10 5,900 27 105,000
A telepathic monster doesn’t need to see a contacted 11 7,200 28 120,000
creature and can end the telepathic contact at any time. 12 8,400 29 135,000
The contact is broken as soon as the two creatures are 13 10,000 30 155,000
no longer within range of each other or if the telepathic
monster contacts a different creature within range. A Special Traits
telepathic monster can initiate or terminate a telepathic
conversation without using an action, but while the Special traits (which appear after a monster’s challenge
monster is incapacitated, it can’t initiate telepathic rating but before any actions or reactions) are
contact, and any current contact is terminated. characteristics that are likely to be relevant in a combat
A creature within the area of an antimagic field or in encounter and that require some explanation.
any other location where magic doesn’t function can’t
send or receive telepathic messages. Innate Spellcasting

Challenge A monster with the innate ability to cast spells has
the Innate Spellcasting special trait. Unless noted
A monster’s challenge rating tells you how great a otherwise, an innate spell of 1st level or higher is
threat the monster is. An appropriately equipped and always cast at its lowest possible level and can’t be cast
well-rested party of four adventurers should be able to at a higher level. If a monster has a cantrip where its
defeat a monster that has a challenge rating equal to its level matters and no level is given, use the monster’s
level without suffering any deaths. For example, a party challenge rating.
of four 3rd-level characters should find a monster with An innate spell can have special rules or restrictions.
a challenge rating of 3 to be a worthy challenge, but not For example, a drow mage can innately cast the levitate
a deadly one. spell, but the spell has a “self only” restriction, which
Monsters that are significantly weaker than 1st-level means that the spell affects only the drow mage.
characters have a challenge rating lower than 1. A monster’s innate spells can’t be swapped out with
Monsters with a challenge rating of 0 are insignificant other spells. If a monster’s innate spells don’t require
except in large numbers; those with no effective attacks attack rolls, no attack bonus is given for them.
are worth no experience points, while those that have
attacks are worth 10 XP each. Spellcasting
Some monsters present a greater challenge than
even a typical 20th-level party can handle. These A monster with the Spellcasting class feature has a
monsters have a challenge rating of 21 or higher and are spellcaster level and spell slots, which it uses to cast its
specifically designed to test player skill. spells of 1st level and higher (as explained in the player’s
D&D basic rules and the Player’s Handbook). The
Experience Points spellcaster level is also used for any cantrips included in
the feature.
The number of experience points (XP) a monster is The monster has a list of spells known or prepared
worth is based on its challenge rating. Typically, XP is from a particular class. The list might also include
awarded for defeating the monster, although the DM spells from a feature in that class, such as the Divine
may also award XP for neutralizing the threat posed by Domain feature of the cleric. The monster is considered
the monster in some other manner. a member of that class when attuning to or using a
Unless something tells you otherwise, a monster magic item that requires membership in the class or
summoned by a spell or other magical ability is worth access to its spell list.
the XP noted in its stat block. A monster can cast a spell from its list at a higher level
The guidelines later in this document explain how to if it has the spell slot to do so. For example, a drow mage
create encounters using XP budgets, as well as how to with the 3rd-level lightning bolt spell can cast it as a
adjust an encounter’s difficulty. 5th-level spell by using one of its 5th-level spell slots.

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You can change the spells that a monster knows or Reactions
has prepared, replacing any spell on a monster’s spell
list with a different spell of the same level and from If a monster can do something special with its reaction,
the same class list. If you do so, you might cause the that information is contained here. If a creature has no
monster to be a greater or lesser threat than suggested special reaction, this section is absent.
by its challenge rating.
Limited Usage
Actions
Some special abilities have restrictions on the number
When a monster takes its action, it can choose from the of times they can be used.
options in the Actions section of its stat block or use X/Day. The notation “X/Day” means a special ability
one of the actions available to all creatures, such as the can be used X number of times and that a monster must
Dash or Hide action, as described in the player’s D&D finish a long rest to regain expended uses. For example,
basic rules and the Player’s Handbook. “1/Day” means a special ability can be used once and
that the monster must finish a long rest to use it again.
Melee and Ranged Attacks Recharge X–Y. The notation “Recharge X–Y” means
a monster can use a special ability once and that the
The most common actions that a monster will take in ability then has a random chance of recharging during
combat are melee and ranged attacks. These can be each subsequent round of combat. At the start of each
spell attacks or weapon attacks, where the “weapon” of the monster’s turns, roll a d6. If the roll is one of the
might be a manufactured item or a natural weapon, such numbers in the recharge notation, the monster regains
as a claw or tail spike. For more information on different the use of the special ability. The ability also recharges
kinds of attacks, see the player’s D&D basic rules or the when the monster finishes a short or long rest.
Player’s Handbook. For example, “Recharge 5–6” means a monster can
Creature vs. Target. The target of a melee or ranged use the special ability once. Then, at the start of the
attack is usually either one creature or one target, monster’s turn, it regains the use of that ability if it rolls
the difference being that a “target” can be a creature a 5 or 6 on a d6.
or an object. Recharge after a Short or Long Rest. This notation
Hit. Any damage dealt or other effects that occur as means that a monster can use a special ability once and
a result of an attack hitting a target are described after then must finish a short or long rest to use it again.
the “Hit” notation. You have the option of taking average
damage or rolling the damage; for this reason, both the Equipment
average damage and the die expression are presented.
Miss. If an attack has an effect that occurs on a miss, A stat block rarely refers to equipment, other than
that information is presented after the “Miss:” notation. armor or weapons used by a monster. A creature that
customarily wears clothes, such as a humanoid, is
Multiattack assumed to be dressed appropriately.
You can equip monsters with additional gear and
A creature that can make multiple attacks on its trinkets however you like, using the equipment
turn has the Multiattack ability. A creature can’t use chapter of the player’s D&D basic rules or the Player’s
Multiattack when making an opportunity attack, which Handbook for inspiration, and you decide how much of a
must be a single melee attack. monster’s equipment is recoverable after the creature is
slain and whether any of that equipment is still usable.
Ammunition A battered suit of armor made for a monster is rarely
usable by someone else, for instance.
A monster carries enough ammunition to make its If a spellcasting monster needs material components
ranged attacks. You can assume that a monster has 2d4 to cast its spells, assume that it has the material
pieces of ammunition for a thrown weapon attack, and components it needs to cast the spells in its stat block.
2d10 pieces of ammunition for a projectile weapon such
as a bow or crossbow. Legendary Creatures

Grapple Rules for Monsters A legendary creature can do things that ordinary crea-
tures can’t. It can take special actions outside its turn,
Many monsters have special attacks that allow them to and it might exert magical influence for miles around.
quickly grapple prey. When a monster hits with such an If a creature assumes the form of a legendary crea-
attack, it doesn’t need to make an additional ability check to ture, such as through a spell, it doesn’t gain that form’s
determine whether the grapple succeeds, unless the attack legendary actions, lair actions, or regional effects.
says otherwise.
A creature grappled by the monster can use its action to try Legendary Actions
to escape. To do so, it must succeed on a Strength (Athletics)
or Dexterity (Acrobatics) check against the escape DC in the A legendary creature can take a certain number of
monster’s stat block. If no escape DC is given, assume the special actions—called legendary actions—outside its
DC is 10 + the monster’s Strength (Athletics) modifier. turn. Only one legendary action option can be used at
a time and only at the end of another creature’s turn. A
creature regains its spent legendary actions at the start

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of its turn. It can forgo using them, and it can’t use them
while incapacitated or otherwise unable to take actions.
If surprised, it can’t use them until after its first turn
in the combat.

A Legendary Creature’s Lair

A legendary creature might have a section describing
its lair and the special effects it can create while there,
either by act of will or simply by being present. Not all
legendary creatures have lairs. This section only applies
to legendary creatures that spend a great deal of time in
their lairs and are most likely to be encountered there.

Lair Actions

If a legendary creature has lair actions, it can use them
to harness the ambient magic in its lair. On initiative
count 20 (losing all initiative ties), it can use one of its
lair action options. It can’t do so while incapacitated or
otherwise unable to take actions. If surprised, it can’t
use one until after its first turn in the combat.

Regional Effects

The mere presence of a legendary creature can have
strange and wondrous effects on its environment, as
noted in this section. Regional effects end abruptly or
dissipate over time when the legendary creature dies.

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Adult Red Dragon A Red Dragon’s Lair

Huge dragon, chaotic evil Red dragons lair in high mountains or hills, dwelling in
caverns under snow-capped peaks, or within the deep
Armor Class 19 (natural armor) halls of abandoned mines and dwarven strongholds.
Hit Points 256 (19d12 + 133) Caves with volcanic or geothermal activity are the most
Speed 40 ft., climb 40 ft., fly 80 ft. highly prized red dragon lairs, creating hazards that
hinder intruders and letting searing heat and volcanic
STR DEX CON INT WIS CHA gases wash over a dragon as it sleeps.
27 (+8) 10 (+0) 25 (+7) 16 (+3) 13 (+1) 21 (+5) With its hoard well protected deep within the lair,
a red dragon spends as much of its time outside the
Saving Throws Dex +6, Con +13, Wis +7, Cha +11 mountain as in it. For a red dragon, the great heights
Skills Perception +13, Stealth +6 of the world are the throne from which it can look
Damage Immunities fire out to survey all it controls—and the wider world it
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23 seeks to control.
Languages Common, Draconic Throughout the lair complex, servants erect
Challenge 17 (18,000 XP) monuments to the dragon’s power, telling the grim story
of its life, the enemies it has slain, and the nations it
Legendary Resistance (3/Day). If the dragon fails a saving has conquered.
throw, it can choose to succeed instead.
Lair Actions
Actions
On initiative count 20 (losing initiative ties), the dragon
Multiattack. The dragon can use its Frightful Presence. It then takes a lair action to cause one of the following effects;
makes three attacks: one with its bite and two with its claws. 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. • Magma erupts from a point on the ground the dragon
Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage. can see within 120 feet of it, creating a 20-foot-high,
5-foot-radius geyser. Each creature in the geyser’s
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. area must make a DC 15 Dexterity saving throw, tak-
Hit: 15 (2d6 + 8) slashing damage. ing 21 (6d6) fire damage on a failed save, or half as
much damage on a successful one.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target.
Hit: 17 (2d8 + 8) bludgeoning damage. • A tremor shakes the lair in a 60-foot radius around
the dragon. Each creature other than the dragon on
Frightful Presence. Each creature of the dragon’s choice that the ground in that area must succeed on a DC 15
is within 120 feet of the dragon and aware of it must succeed Dexterity saving throw or be knocked prone.
on a DC 19 Wisdom saving throw or become frightened for 1
minute. A creature can repeat the saving throw at the end of • Volcanic gases form a cloud in a 20-foot-radius
each of its turns, ending the effect on itself on a success. If a sphere centered on a point the dragon can see within
creature’s saving throw is successful or the effect ends for it, 120 feet of it. The sphere spreads around corners,
the creature is immune to the dragon’s Frightful Presence for and its area is lightly obscured. It lasts until initia-
the next 24 hours. tive count 20 on the next round. Each creature that
starts its turn in the cloud must succeed on a DC 13
Fire Breath (Recharge 5–6). The dragon exhales fire in a 60-foot Constitution saving throw or be poisoned until the end
cone. Each creature in that area must make a DC 21 Dexterity of its turn. While poisoned in this way, a creature is
saving throw, taking 63 (18d6) fire damage on a failed save, or incapacitated.
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
options below. Only one legendary action option can be used more 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 can tures of elemental fire into the world to dwell nearby.
then fly up to half its flying speed.
If the dragon dies, these effects fade over the course
The odor of sulfur and pumice surrounds a red dragon, of 1d10 days.
whose swept-back horns and spinal frill define its
silhouette. Its beaked snout vents smoke at all times,
and its eyes dance with flame when it is angry.

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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 same turn,
Large elemental, neutral that target must succeed on a DC 13 Strength saving throw
or be knocked prone. If the target is prone, the allosaurus can
Armor Class 15 make one bite attack against it as a bonus action.
Hit Points 90 (12d10 + 24)
Speed 0 ft., fly 90 ft. (hover) Actions

STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
14 (+2) 20 (+5) 14 (+2) 6 (−2) 10 (+0) 6 (−2) Hit: 15 (2d10 + 4) piercing damage.

Damage Resistances lightning, thunder; bludgeoning, piercing, Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
and slashing from nonmagical attacks Hit: 8 (1d8 + 4) slashing damage.

Damage Immunities poison The allosaurus is a predatory dinosaur of great size,
Condition Immunities exhaustion, grappled, paralyzed, strength, and speed. It can run down almost any prey
over open ground, pouncing to pull creatures down with
petrified, poisoned, prone, restrained, unconscious its wicked claws.
Senses darkvision 60 ft., passive Perception 10
Languages Auran Animated Armor
Challenge 5 (1,800 XP)
Medium construct, unaligned
Air Form. The elemental can enter a hostile creature’s space
and stop there. It can move through a space as narrow as 1 Armor Class 18 (natural armor)
inch wide without squeezing. Hit Points 33 (6d8 + 6)
Speed 25 ft.
Actions
STR DEX CON INT WIS CHA
Multiattack. The elemental makes two slam attacks. 14 (+2) 11 (+0) 13 (+1) 1 (−5) 3 (−4) 1 (−5)

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Damage Immunities poison, psychic
Hit: 14 (2d8 + 5) bludgeoning damage. Condition Immunities blinded, charmed, deafened, exhaustion,

Whirlwind (Recharge 4–6). Each creature in the elemental’s frightened, paralyzed, petrified, poisoned
space must make a DC 13 Strength saving throw. On a failure, Senses blindsight 60 ft. (blind beyond this radius),
a target takes 15 (3d8 + 2) bludgeoning damage and is flung
up 20 feet away from the elemental in a random direction and passive Perception 6
knocked prone. If a thrown target strikes an object, such as a Languages —
wall or floor, the target takes 3 (1d6) bludgeoning damage for Challenge 1 (200 XP)
every 10 feet it was thrown. If the target is thrown at another
creature, that creature must succeed on a DC 13 Dexterity Antimagic Susceptibility. The armor is incapacitated while in
saving throw or take the same damage and be knocked prone. the area of an antimagic field. If targeted by dispel magic, the
If the saving throw is successful, the target takes half the armor must succeed on a Constitution saving throw against the
bludgeoning damage and isn’t flung away or knocked prone. caster’s spell save DC or fall unconscious for 1 minute.

An air elemental is a funneling cloud of whirling air False Appearance. While the armor remains motionless, it is
with a vague semblance of a face. It can turn itself into indistinguishable from a normal suit of armor.
a screaming cyclone, creating a whirlwind that batters
creatures even as it flings them away. Actions

Allosaurus Multiattack. The armor makes two melee attacks.

Large beast, unaligned Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) bludgeoning damage.
Armor Class 13 (natural armor)
Hit Points 51 (6d10 + 18) This suit of magically animated plate armor clamors as
Speed 60 ft. it moves, banging and grinding like the vengeful spirit of
a fallen knight.
STR DEX CON INT WIS CHA
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- Rake. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
eating dinosaur ankylosaurus, which defends itself Hit: 1 (1d4 − 1) slashing damage.
against predators with a knobbed tail that delivers a
devastating 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 Banshee

Large beast, unaligned Medium undead, chaotic evil

Armor Class 11 Armor Class 12
Hit Points 19 (3d10 + 3) Hit Points 58 (13d8)
Speed 50 ft. Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) 2 (−4) 10 (+0) 5 (−3) 1 (−5) 14 (+2) 10 (+0) 12 (+1) 11 (+0) 17 (+3)

Senses passive Perception 10 Saving Throws Wis +2, Cha +5
Languages — Damage Resistances acid, fire, lightning, thunder; bludgeoning,
Challenge 1/4 (50 XP)
piercing, and slashing from nonmagical attacks
Actions Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened,
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) slashing damage. grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 10
An axe beak is a tall flightless bird with strong legs, a Languages Common, Elvish
wedge-shaped beak, and a nasty disposition. Challenge 4 (1,100 XP)

Baboon Detect Life. The banshee can magically sense the presence of
creatures up to 5 miles away that aren’t undead or constructs.
Small beast, unaligned She knows the general direction they’re in but not their
exact locations.
Armor Class 12
Hit Points 3 (1d6) Incorporeal Movement. The banshee can move through other
Speed 30 ft., climb 30 ft. creatures and objects as if they were difficult terrain. She takes
5 (1d10) force damage if she ends her turn inside an object.
STR DEX CON INT WIS CHA
8 (−1) 14 (+2) 11 (+0) 4 (−3) 12 (+1) 6 (−2) Actions

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

Senses darkvision 30 ft., passive Perception 11
Languages —
Challenge 0 (10 XP)

Keen Smell. The badger has advantage on Wisdom (Perception)
checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 1 piercing damage.

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Bat Black Bear

Tiny beast, unaligned Medium beast, unaligned

Armor Class 12 Armor Class 11 (natural armor)
Hit Points 1 (1d4 − 1) Hit Points 19 (3d8 + 6)
Speed 5 ft., fly 30 ft. Speed 40 ft., climb 30 ft.

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

Senses blindsight 60 ft., passive Perception 11 Skills Perception +3
Languages — Senses passive Perception 13
Challenge 0 (10 XP) Languages —
Challenge 1/2 (100 XP)
Echolocation. The bat can’t use its blindsight while deafened.
Keen Smell. The bear has advantage on Wisdom (Perception)
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on smell.
checks that rely on hearing.
Actions
Actions
Multiattack. The bear makes two attacks: one with its bite and
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. one with its claws.
Hit: 1 piercing damage.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Basilisk Hit: 5 (1d6 + 2) piercing damage.

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

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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 against Actions
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: +5 to hit, reach 5 ft., one target.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Hit: 4 (1d4 + 2) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Taking its name from its crimson feathers and Hit: 11 (2d6 + 4) slashing damage.
aggressive nature, the blood hawk fearlessly attacks
with its daggerlike beak. Bugbear

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 the
Charge. If the boar moves at least 20 feet straight toward a 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 a Surprise Attack. If the bugbear surprises a creature and hits it
creature, it must succeed on a DC 11 Strength saving throw or with an attack during the first round of combat, the target takes
be knocked prone. 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 ft. or
Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage
Hit: 4 (1d6 + 1) slashing damage. in melee or 5 (1d6 + 2) piercing damage at range.

Bugbears are hairy goblinoids born for battle and
mayhem. They survive by raiding and hunting, but are
fond of setting ambushes and fleeing when outmatched.

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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 target.
16 (+3) 8 (−1) 14 (+2) 2 (−4) 8 (−1) 5 (−3) 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
Actions humanoid 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
Challenge 2 (450 XP) its 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.

D&D DM’s Basic Rules v0.5 | Monsters 14

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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 succeed Actions
on a DC 11 Constitution saving throw against being magically
petrified. On a failed save, the creature begins to turn to stone Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
and is restrained. It must repeat the saving throw at the end of Hit: 1 bludgeoning damage.
its next turn. On a success, the effect ends. On a failure, the
creature is petrified for 24 hours. Crocodile

The cockatrice looks like a hideous hybrid of lizard, Large beast, unaligned
bird, and bat. It is infamous for its ability to turn
flesh to stone. Armor Class 12 (natural armor)
Hit Points 19 (3d10 + 3)
Constrictor Snake Speed 20 ft., swim 30 ft.

Large beast, unaligned STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 2 (−4) 10 (+0) 5 (−3)
Armor Class 12
Hit Points 13 (2d10 + 2) Skills Stealth +2
Speed 30 ft., swim 30 ft. Senses passive Perception 10
Languages —
STR DEX CON INT WIS CHA Challenge 1/2 (100 XP)
15 (+2) 14 (+2) 12 (+1) 1 (−5) 10 (+0) 3 (−4)
Hold Breath. The crocodile can hold its breath for 15 minutes.
Senses blindsight 10 ft., passive Perception 10
Languages — Actions
Challenge 1/4 (50 XP)
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Actions creature. Hit: 7 (1d10 + 2) piercing damage, and the target is
grappled (escape DC 12). Until this grapple ends, the target is
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. restrained, and the crocodile can’t bite another target.
Hit: 5 (1d6 + 2) piercing damage.

Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the
target is grappled (escape DC 14). Until this grapple ends,
the creature is restrained, and the snake can’t constrict
another target.

D&D DM’s Basic Rules v0.5 | Monsters 15

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Cyclops Deer

Huge giant, chaotic neutral Medium beast, unaligned

Armor Class 14 (natural armor) Armor Class 13
Hit Points 138 (12d12 + 60) Hit Points 4 (1d8)
Speed 30 ft. Speed 50 ft.

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

Senses passive Perception 8 Senses passive Perception 12
Languages Giant Languages —
Challenge 6 (2,300 XP) Challenge 0 (10 XP)

Poor Depth Perception. The cyclops has disadvantage on any Actions
attack roll against a target more than 30 feet away.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Actions Hit: 2 (1d4) piercing damage.

Multiattack. The cyclops makes two greatclub attacks. Dire Wolf

Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one Large beast, unaligned
target. Hit: 19 (3d8 + 6) bludgeoning damage.
Armor Class 14 (natural armor)
Rock. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one Hit Points 37 (5d10 + 10)
target. Hit: 28 (4d10 + 6) bludgeoning damage. Speed 50 ft.

Cyclopes are one-eyed giants that eke out a meager STR DEX CON INT WIS CHA
existence in wild lands. They are a terrifying threat in 17 (+3) 15 (+2) 15 (+2) 3 (−4) 12 (+1) 7 (−2)
combat due to their size and strength, but they can often
be tricked by clever foes. Skills Perception +3, Stealth +4
Senses passive Perception 13
Death Dog Languages —
Challenge 1 (200 XP)
Medium monstrosity, neutral evil
Keen Hearing and Smell. The wolf has advantage on Wisdom
Armor Class 12 (Perception) checks that rely on hearing or smell.
Hit Points 39 (6d8 + 12)
Speed 40 ft. 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 the
STR DEX CON INT WIS CHA creature and the ally isn’t incapacitated.
15 (+2) 14 (+2) 14 (+2) 3 (−4) 13 (+1) 6 (−2)
Actions
Skills Perception +5, Stealth +4
Senses darkvision 120 ft., passive Perception 15 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
Languages — 10 (2d6 + 3) piercing damage. If the target is a creature, it must
Challenge 1 (200 XP) succeed on a DC 13 Strength saving throw or be knocked prone.

Two-Headed. The dog has advantage on Wisdom (Perception)
checks and on saving throws against being blinded, charmed,
deafened, frightened, stunned, or knocked unconscious.

Actions

Multiattack. The dog makes two bite attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it
must succeed on a DC 12 Constitution saving throw against
disease or become poisoned until the disease is cured. Every 24
hours that elapse, the creature must repeat the saving throw,
reducing its hit point maximum by 5 (1d10) on a failure. This
reduction lasts until the disease is cured. The creature dies if
the disease reduces its hit point maximum to 0.

A death dog is an ugly two-headed hound that roams
plains, deserts, and the Underdark.

D&D DM’s Basic Rules v0.5 | Monsters 16

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Doppelganger Actions

Medium monstrosity (shapechanger), neutral Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 9 (2d4 + 4) bludgeoning damage.
Armor Class 14
Hit Points 52 (8d8 + 16) Eagle
Speed 30 ft.
Small beast, unaligned
STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 14 (+2) 11 (+0) 12 (+1) 14 (+2) Armor Class 12
Hit Points 3 (1d6)
Skills Deception +6, Insight +3 Speed 10 ft., fly 60 ft.
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 11 STR DEX CON INT WIS CHA
Languages Common 6 (−2) 15 (+2) 10 (+0) 2 (−4) 14 (+2) 7 (−2)
Challenge 3 (700 XP)
Skills Perception +4
Shapechanger. The doppelganger can use its action to Senses passive Perception 14
polymorph into a Small or Medium humanoid it has seen, or Languages —
back into its true form. Its statistics, other than its size, are the Challenge 0 (10 XP)
same in each form. Any equipment it is wearing or carrying isn’t
transformed. It reverts to its true form if it dies. Keen Sight. The eagle has advantage on Wisdom (Perception)
checks that rely on sight.
Ambusher. In the first round of a combat, the doppelganger has
advantage on attack rolls against any creature it surprised Actions

Surprise Attack. If the doppelganger surprises a creature and Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
hits it with an attack during the first round of combat, the Hit: 4 (1d4 + 2) slashing damage.
target takes an extra 10 (3d6) damage from the attack.
Earth Elemental
Actions
Large elemental, neutral
Multiattack. The doppelganger makes two melee attacks.
Armor Class 17 (natural armor)
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit Points 126 (12d10 + 60)
Hit: 7 (1d6 + 4) bludgeoning damage. Speed 30 ft., burrow 30 ft.

Read Thoughts. The doppelganger magically reads the surface STR DEX CON INT WIS CHA
thoughts of one creature within 60 feet of it. The effect can 20 (+5) 8 (−1) 20 (+5) 5 (−3) 10 (+0) 5 (−3)
penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone,
2 inches of metal, or a thin sheet of lead blocks it. While the Damage Vulnerabilities thunder
target is in range, the doppelganger can continue reading its Damage Resistances bludgeoning, piercing, and slashing from
thoughts, as long as the doppelganger’s concentration isn’t
broken (as if concentrating on a spell). While reading the nonmagical attacks
target’s mind, the doppelganger has advantage on Wisdom Damage Immunities poison
(Insight) and Charisma (Deception, Intimidation, and Condition Immunities exhaustion, paralyzed, petrified,
Persuasion) checks against the target.
poisoned, unconscious
Doppelgangers are devious shapeshifters that take Senses darkvision 60 ft., tremorsense 60 ft.,
on the appearance of other humanoids, throwing off
pursuit or luring victims to their doom with misdirection passive Perception 10
and disguise. Languages Terran
Challenge 5 (1,800 XP)
Draft Horse
Earth Glide. The elemental can burrow through nonmagical,
Large beast, unaligned unworked earth and stone. While doing so, the elemental
doesn’t disturb the material it moves through.
Armor Class 10
Hit Points 19 (3d10 + 3) Siege Monster. The elemental deals double damage to objects
Speed 40 ft. and structures.

STR DEX CON INT WIS CHA Actions
18 (+4) 10 (+0) 12 (+1) 2 (−4) 11 (+0) 7 (−2)
Multiattack. The elemental makes two slam attacks.
Senses passive Perception 10
Languages — Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Challenge 1/4 (50 XP) Hit: 14 (2d8 + 5) bludgeoning damage.

An earth elemental plods forward like a walking hill,
club-like arms of jagged stone swinging at its sides. Its
head and body consist of dirt and stone, occasionally set
with chunks of metal, gems, and bright minerals.

D&D DM’s Basic Rules v0.5 | Monsters 17

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Elephant Fire Elemental

Huge beast, unaligned Large elemental, neutral

Armor Class 12 (natural armor) Armor Class 13
Hit Points 76 (8d12 + 24) Hit Points 102 (12d10 + 36)
Speed 40 ft. Speed 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22 (+6) 9 (−1) 17 (+3) 3 (−4) 11 (+0) 6 (−2) 10 (+0) 17 (+3) 16 (+3) 6 (−2) 10 (+0) 7 (−2)

Senses passive Perception 10 Damage Resistances bludgeoning, piercing, and slashing from
Languages — nonmagical attacks
Challenge 4 (1,100 XP)
Damage Immunities fire, poison
Trampling Charge. If the elephant moves at least 20 feet Condition Immunities exhaustion, grappled, paralyzed,
straight toward a creature and then hits it with a gore attack
on the same turn, that target must succeed on a DC 12 petrified, poisoned, prone, restrained, unconscious
Strength saving throw or be knocked prone. If the target is Senses darkvision 60 ft., passive Perception 10
prone, the elephant can make one stomp attack against it as a Languages Ignan
bonus action. Challenge 5 (1,800 XP)

Actions Fire Form. The elemental can move through a space as narrow
as 1 inch wide without squeezing. A creature that touches the
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. elemental or hits it with a melee attack while within 5 feet of
Hit: 18 (3d8 + 5) piercing damage. it takes 5 (1d10) fire damage. In addition, the elemental can
enter a hostile creature’s space and stop there. The first time it
Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone enters a creature’s space on a turn, that creature takes 5 (1d10)
creature. Hit: 21 (3d10 + 5) bludgeoning damage. fire damage and catches fire; until someone takes an action to
douse the fire, the creature takes 5 (1d10) fire damage at the
Elk start of each of its turns.

Large beast, unaligned Illumination. The elemental sheds bright light in a 30-foot
radius and dim light in an additional 30 feet.
Armor Class 10
Hit Points 13 (2d10 + 2) Water Susceptibility. For every 5 feet the elemental moves in
Speed 50 ft. water, or for every gallon of water splashed on it, it takes 1
cold damage.
STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 2 (−4) 10 (+0) 6 (−2) Actions

Senses passive Perception 10 Multiattack. The elemental makes two touch attacks.
Languages —
Challenge 1/4 (50 XP) 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
Charge. If the elk moves at least 20 feet straight toward a flammable object, it ignites. Until a creature takes an action to
target and then hits it with a ram attack on the same turn, the douse the fire, the target takes 5 (1d10) fire damage at the start
target takes an extra 7 (2d6) damage. If the target is a creature, of each of its turns.
it must succeed on a DC 13 Strength saving throw or be
knocked prone. A faint humanoid shape shows in a fire elemental’s
capricious devastation. Wherever it moves, it sets its
Actions surroundings ablaze, turning the world to ash, smoke,
and cinders.
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.

D&D DM’s Basic Rules v0.5 | Monsters 18

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Fire Giant Flameskull

Huge giant, lawful evil Tiny undead, neutral evil

Armor Class 18 (plate) Armor Class 13
Hit Points 162 (13d12 + 78) Hit Points 40 (9d4 + 18)
Speed 30 ft. Speed 0 ft., fly 40 ft. (hover)

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

Saving Throws Dex +3, Con +10, Cha +5 Skills Arcana +5, Perception +2
Skills Athletics +11, Perception +6 Damage Resistances lightning, necrotic, piercing
Damage Immunities fire Damage Immunities cold, fire, poison
Senses passive Perception 16 Condition Immunities charmed, frightened, paralyzed,
Languages Giant
Challenge 9 (5,000 XP) poisoned, prone
Senses darkvision 60 ft., passive Perception 12
Actions Languages Common
Challenge 4 (1,100 XP)
Multiattack. The giant makes two greatsword attacks.
Illumination. The flameskull sheds either dim light in a 15-
Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one foot radius, or bright light in a 15-foot radius and dim light
target. Hit: 28 (6d6 + 7) slashing damage. for an additional 15 feet. It can switch between the options
as an action.
Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one
target. Hit: 29 (4d10 + 7) bludgeoning damage. Magic Resistance. The flameskull has advantage on saving
throws against spells and other magical effects.
With dark skin and flaming red hair, fire giants have
a fearsome reputation as soldiers and conquerors. Rejuvenation. If the flameskull is destroyed, it regains all its hit
They dwell among volcanoes, lava flows, and rocky points in 1 hour unless holy water is sprinkled on its remains or
mountains, and are known for their ability to burn, a dispel magic or remove curse spell is cast on them.
plunder, and destroy.
Spellcasting. The flameskull is a 5th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 13, +5 to
hit with spell attacks). It requires no somatic or material
components to cast its spells. The flameskull has the following
wizard spells prepared:

Cantrip (at will): mage hand
1st level (3 slots): magic missile, shield
2nd level (2 slots): blur, flaming sphere
3rd level (1 slot): fireball

Actions

Multiattack. The flameskull uses Fire Ray twice.

Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft., one target.
Hit: 10 (3d6) fire damage.

Blazing green flames and mad, echoing laughter
surround an undead flameskull. This disembodied skull
blasts foes with fiery rays from its eyes and dreadful
spells called up from the dark recesses of its memory.

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Flesh Golem Flying Snake

Medium construct, neutral Tiny beast, unaligned

Armor Class 9 Armor Class 14
Hit Points 93 (11d8 + 44) Hit Points 5 (2d4)
Speed 30 ft. Speed 30 ft., fly 60 ft., swim 30 ft.

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

Damage Immunities lightning, poison; bludgeoning, piercing, Senses blindsight 10 ft., passive Perception 11
and slashing from nonmagical attacks that aren’t adamantine Languages —
Challenge 1/8 (25 XP)
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned Flyby. The snake doesn’t provoke opportunity attacks when it
flies out of an enemy’s reach.
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator Actions

but can’t speak Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Challenge 5 (1,800 XP) Hit: 1 piercing damage plus 7 (3d4) poison damage.

Berserk. Whenever the golem starts its turn with 40 hit points A flying snake is a brightly colored, winged serpent
or fewer, roll a d6. On a 6, the golem goes berserk. On each of found in remote jungles.
its turns while berserk, the golem attacks the nearest creature
it can see. If no creature is near enough to move to and attack, Flying Sword
the golem attacks an object, with preference for an object
smaller than itself. Once the golem goes berserk, it continues Small construct, unaligned
to do so until it is destroyed or regains all its hit points.
The golem’s creator, if within 60 feet of the berserk golem, Armor Class 17 (natural armor)
can try to calm it by speaking firmly and persuasively. The Hit Points 17 (5d6)
golem must be able to hear its creator, who must take an Speed 0 ft., fly 50 ft. (hover)
action to make a DC 15 Charisma (Persuasion) check. If the
check succeeds, the golem ceases being berserk. If it takes STR DEX CON INT WIS CHA
damage while still at 40 hit points or fewer, the golem might go 12 (+1) 15 (+2) 11 (+0) 1 (−5) 5 (−3) 1 (−5)
berserk again.
Saving Throws Dex +4
Aversion of Fire. If the golem takes fire damage, it has Damage Immunities poison, psychic
disadvantage on attack rolls and ability checks until the end of Condition Immunities blinded, charmed, deafened, frightened,
its next turn.
paralyzed, petrified, poisoned
Immutable Form. The golem is immune to any spell or effect Senses blindsight 60 ft. (blind beyond this radius),
that would alter its form.
passive Perception 7
Lightning Absorption. Whenever the golem is subjected to Languages —
lightning damage, it takes no damage and instead regains a Challenge 1/4 (50 XP)
number of hit points equal to the lightning damage dealt.
Antimagic Susceptibility. The sword is incapacitated while in
Magic Resistance. The golem has advantage on saving throws the area of an antimagic field. If targeted by dispel magic, the
against spells and other magical effects. sword must succeed on a Constitution saving throw against the
caster’s spell save DC or fall unconscious for 1 minute.
Magic Weapons. The golem’s weapon attacks are magical.
False Appearance. While the sword remains motionless and
Actions isn’t flying, it is indistinguishable from a normal sword.

Multiattack. The golem makes two slam attacks. Actions

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Hit: 13 (2d8 + 4) bludgeoning damage. target. Hit: 5 (1d8 + 1) slashing damage.

A flesh golem is a grisly assortment of humanoid body A magically animated flying sword dances through the
parts stitched and bolted together into a muscled air, fighting like a warrior that can’t be injured.
brute imbued with formidable strength. Powerful
enchantments protect it, deflecting spells and all but the
most potent weapons.

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Frog Gargoyle

Tiny beast, unaligned Medium elemental, chaotic evil

Armor Class 11 Armor Class 15 (natural armor)
Hit Points 1 (1d4 − 1) Hit Points 52 (7d8 + 21)
Speed 20 ft., swim 20 ft. Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 (−5) 13 (+1) 8 (−1) 1 (−5) 8 (−1) 3 (−4) 15 (+2) 11 (+0) 16 (+3) 6 (−2) 11 (+0) 7 (−2)

Skills Perception +1, Stealth +3 Damage Resistances bludgeoning, piercing, and slashing from
Senses darkvision 30 ft., passive Perception 11 nonmagical attacks that aren’t adamantine
Languages —
Challenge 0 (0 XP) Damage Immunities poison
Condition Immunities exhaustion, petrified, poisoned
Amphibious. The frog can breathe air and water. Senses darkvision 60 ft., passive Perception 10
Languages Terran
Standing Leap. The frog’s long jump is up to 10 feet and its Challenge 2 (450 XP)
high jump is up to 5 feet, with or without a running start.
False Appearance. While the gargoyle remains motionless, it is
A frog has no effective attacks. It feeds on small indistinguishable from an inanimate statue.
insects and typically dwells near water, in trees, or
underground. Actions

Frost Giant Multiattack. The gargoyle makes two attacks: one with its bite
and one with its claws.
Huge giant, neutral evil
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Armor Class 15 (patchwork armor) Hit: 5 (1d6 + 2) piercing damage.
Hit Points 138 (12d12 + 60)
Speed 40 ft. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) slashing damage.
STR DEX CON INT WIS CHA
23 (+6) 9 (−1) 21 (+5) 9 (−1) 10 (+0) 12 (+1) These malevolent creatures of elemental earth resemble
grotesque, fiendish statues. A gargoyle lurks among
Saving Throws Con +8, Wis +3, Cha +4 masonry and ruins, delighting in the terror it creates
Skills Athletics +9, Perception +3 when it breaks from its suspended pose.
Damage Immunities cold
Senses passive Perception 13
Languages Giant
Challenge 8 (3,900 XP)

Actions

Multiattack. The giant makes two greataxe attacks.

Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 25 (3d12 + 6) slashing damage.

Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one
target. Hit: 28 (4d10 + 6) bludgeoning damage.

Frost giants are creatures of ice and snow, with hair
and beards of pale white or light blue, and flesh as blue
as glacial ice. They respect only brute strength and
skill in battle.

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Ghost Ghoul

Medium undead, any alignment Medium undead, chaotic evil

Armor Class 11 Armor Class 12
Hit Points 45 (10d8) Hit Points 22 (5d8)
Speed 0 ft., fly 40 ft. (hover) Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
7 (−2) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 17 (+3) 13 (+1) 15 (+2) 10 (+0) 7 (−2) 10 (+0) 6 (−2)

Damage Resistances acid, fire, lightning, thunder; bludgeoning, Damage Immunities poison
piercing, and slashing from nonmagical attacks Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Damage Immunities cold, necrotic, poison Languages Common
Condition Immunities charmed, exhaustion, frightened, Challenge 1 (200 XP)

grappled, paralyzed, petrified, poisoned, prone, restrained Actions
Senses darkvision 60 ft., passive Perception 11
Languages any languages it knew in life Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
Challenge 4 (1,100 XP) Hit: 9 (2d6 + 2) piercing damage.

Ethereal Sight. The ghost can see 60 feet into the Ethereal Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Plane when it is on the Material Plane, and vice versa. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature
other than an elf or undead, it must succeed on a DC 10
Incorporeal Movement. The ghost can move through other Constitution saving throw or be paralyzed for 1 minute. The
creatures and objects as if they were difficult terrain. It takes 5 target can repeat the saving throw at the end of each of its
(1d10) force damage if it ends its turn inside an object. turns, ending the effect on itself on a success.

Actions With their razor-sharp teeth and jagged claws, ghouls
roam the night in packs, driven by an insatiable hunger
Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., for humanoid flesh.
one target. Hit: 17 (4d6 + 3) necrotic damage.
Giant Ape
Etherealness. The ghost enters the Ethereal Plane from the
Material Plane, or vice versa. It is visible on the Material Plane Huge beast, unaligned
while it is in the Border Ethereal, and vice versa, yet it can’t
affect or be affected by anything on the other plane. Armor Class 12
Hit Points 157 (15d12 + 60)
Horrifying Visage. Each non-undead creature within 60 feet Speed 40 ft., climb 40 ft.
of the ghost that can see it must succeed on a DC 13 Wisdom
saving throw or be frightened for 1 minute. If the save fails by STR DEX CON INT WIS CHA
5 or more, the target also ages 1d4 × 10 years. A frightened 23 (+6) 14 (+2) 18 (+4) 7 (−2) 12 (+1) 7 (−2)
target can repeat the saving throw at the end of each of its
turns, ending the frightened condition on itself on a success. Skills Athletics +9, Perception +4
If a target’s saving throw is successful or the effect ends for it, Senses passive Perception 14
the target is immune to this ghost’s Horrifying Visage for the Languages —
next 24 hours. The aging effect can be reversed with a greater Challenge 7 (2,900 XP)
restoration spell, but only within 24 hours of it occurring.
Actions
Possession (Recharge 6). One humanoid that the ghost can see
within 5 feet of it must succeed on a DC 13 Charisma saving Multiattack. The ape makes two fist attacks.
throw or be possessed by the ghost; the ghost then disappears,
and the target is incapacitated and loses control of its body. Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
The ghost now controls the body but doesn’t deprive the target Hit: 22 (3d10 + 6) bludgeoning damage.
of awareness. The ghost can’t be targeted by any attack, spell,
or other effect, except ones that turn undead, and it retains its Rock. Ranged Weapon Attack: +9 to hit, range 50/100 ft., one
alignment, Intelligence, Wisdom, Charisma, and immunity to target. Hit: 30 (7d6 + 6) bludgeoning damage.
being charmed and frightened. It otherwise uses the possessed
target’s statistics, but doesn’t gain access to the target’s
knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points,
the ghost ends it as a bonus action, or the ghost is turned or
forced out by an effect like the dispel evil and good spell. When
the possession ends, the ghost reappears in an unoccupied
space within 5 feet of the body. The target is immune to this
ghost’s Possession for 24 hours after succeeding on the saving
throw or after the possession ends.

A ghost is the soul of a once-living creature, bound to
haunt a location, creature, or object from its life.

D&D DM’s Basic Rules v0.5 | Monsters 22

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Giant Badger Giant Boar

Medium beast, unaligned Large beast, unaligned

Armor Class 10 Armor Class 12 (natural armor)
Hit Points 13 (2d8 + 4) Hit Points 42 (5d10 + 15)
Speed 30 ft., burrow 10 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 10 (+0) 15 (+2) 2 (−4) 12 (+1) 5 (−3) 17 (+3) 10 (+0) 16 (+3) 2 (−4) 7 (−2) 5 (−3)

Senses darkvision 30 ft., passive Perception 11 Senses passive Perception 8
Languages — Languages —
Challenge 1/4 (50 XP) Challenge 2 (450 XP)

Keen Smell. The badger has advantage on Wisdom (Perception) Charge. If the boar moves at least 20 feet straight toward a
checks that rely on smell. target and then hits it with a tusk attack on the same turn, the
target takes an extra 7 (2d6) slashing damage. If the target is a
Actions creature, it must succeed on a DC 13 Strength saving throw or
be knocked prone.
Multiattack. The badger makes two attacks: one with its bite
and one with its claws. Relentless (Recharges after a Short or Long Rest). If the boar
takes 10 damage or less that would reduce it to 0 hit points, it
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. is reduced to 1 hit point instead.
Hit: 4 (1d6 + 1) piercing damage.
Actions
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 6 (2d4 + 1) slashing damage. Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage.
Giant Bat
Giant Centipede
Large beast, unaligned
Small beast, unaligned
Armor Class 13
Hit Points 22 (4d10) Armor Class 13 (natural armor)
Speed 10 ft., fly 60 ft. Hit Points 4 (1d6 + 1)
Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 11 (+0) 2 (−4) 12 (+1) 6 (−2) STR DEX CON INT WIS CHA
5 (−3) 14 (+2) 12 (+1) 1 (−5) 7 (−2) 3 (−4)
Senses blindsight 60 ft., passive Perception 11
Languages — Senses blindsight 30 ft., passive Perception 8
Challenge 1/4 (50 XP) Languages —
Challenge 1/4 (50 XP)
Echolocation. The bat can’t use its blindsight while deafened.
Actions
Keen Hearing. The bat has advantage on Wisdom (Perception)
checks that rely on hearing. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 4 (1d4 + 2) piercing damage, and the target must succeed
Actions on a DC 11 Constitution saving throw or take 10 (3d6) poison
damage. If the poison damage reduces the target to 0 hit
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. points, the target is stable but poisoned for 1 hour, even
Hit: 5 (1d6 + 2) piercing damage. after regaining hit points, and is paralyzed while poisoned
in this way.

D&D DM’s Basic Rules v0.5 | Monsters 23

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Giant Constrictor Snake Giant Crocodile

Huge beast, unaligned Huge beast, unaligned

Armor Class 12 Armor Class 14 (natural armor)
Hit Points 60 (8d12 + 8) Hit Points 85 (9d12 + 27)
Speed 30 ft., swim 30 ft. Speed 30 ft., swim 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 12 (+1) 1 (−5) 10 (+0) 3 (−4) 21 (+5) 9 (−1) 17 (+3) 2 (−4) 10 (+0) 7 (−2)

Skills Perception +2 Skills Stealth +5
Senses blindsight 10 ft., passive Perception 12 Senses passive Perception 10
Languages — Languages —
Challenge 2 (450 XP) Challenge 5 (1,800 XP)

Actions Hold Breath. The crocodile can hold its breath for 30 minutes.

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Actions
Hit: 11 (2d6 + 4) piercing damage.
Multiattack. The crocodile makes two attacks: one with its bite
Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one and one with its tail.
creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the
target is grappled (escape DC 16). Until this grapple ends, Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
the creature is restrained, and the snake can’t constrict Hit: 21 (3d10 + 5) piercing damage, and the target is grappled
another target. (escape DC 16). Until this grapple ends, the target is
restrained, and the crocodile can’t bite another target.
Giant Crab
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target
Medium beast, unaligned not grappled by the crocodile. Hit: 14 (2d8 + 5) bludgeoning
damage. If the target is a creature, it must succeed on a DC 16
Armor Class 15 (natural armor) Strength saving throw or be knocked prone.
Hit Points 13 (3d8)
Speed 30 ft., swim 30 ft. Giant Eagle

STR DEX CON INT WIS CHA Large beast, neutral good
13 (+1) 15 (+2) 11 (+0) 1 (−5) 9 (−1) 3 (−4)
Armor Class 13
Skills Stealth +4 Hit Points 26 (4d10 + 4)
Senses blindsight 30 ft., passive Perception 9 Speed 10 ft., fly 80 ft.
Languages —
Challenge 1/8 (25 XP) STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 13 (+1) 8 (−1) 14 (+2) 10 (+0)
Amphibious. The crab can breathe air and water.
Skills Perception +4
Actions Senses passive Perception 14
Languages Giant Eagle, understands Common and Auran but
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) bludgeoning damage, and the target is can’t speak them
grappled (escape DC 11). The crab has two claws, each of Challenge 1 (200 XP)
which can grapple only one target.
Keen Sight. The eagle has advantage on Wisdom (Perception)
checks that rely on sight.

Actions

Multiattack. The eagle makes two attacks: one with its beak
and one with its talons.

Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) piercing damage.

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage.

A giant eagle is a noble creature that speaks its own
language and understands some speech.

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Giant Elk Giant Frog

Huge beast, unaligned Medium beast, unaligned

Armor Class 14 (natural armor) Armor Class 11
Hit Points 42 (5d12 + 10) Hit Points 18 (4d8)
Speed 60 ft. Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 14 (+2) 7 (−2) 14 (+2) 10 (+0) 12 (+1) 13 (+1) 11 (+0) 2 (−4) 10 (+0) 3 (−4)

Skills Perception +4 Skills Perception +2, Stealth +3
Senses passive Perception 14 Senses darkvision 30 ft., passive Perception 12
Languages Giant Elk, understands Common, Elvish, and Sylvan Languages —
Challenge 1/4 (50 XP)
but can’t speak them
Challenge 2 (450 XP) Amphibious. The frog can breathe air and water.

Charge. If the elk moves at least 20 feet straight toward a Standing Leap. The frog’s long jump is up to 20 feet and its
target and then hits it with a ram attack on the same turn, the high jump is up to 10 feet, with or without a running start.
target takes an extra 7 (2d6) damage. If the target is a creature,
it must succeed on a DC 14 Strength saving throw or be Actions
knocked prone.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Actions Hit: 4 (1d6 + 1) piercing damage, and the target is grappled
(escape DC 11). Until this grapple ends, the target is restrained,
Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. and the frog can’t bite another target.
Hit: 11 (2d6 + 4) bludgeoning damage.
Swallow. The frog makes one bite attack against a Small or
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone smaller target it is grappling. If the attack hits, the target is
creature. Hit: 22 (4d8 + 4) bludgeoning damage. swallowed, and the grapple ends. The swallowed target is
blinded and restrained, it has total cover against attacks and
Giant Fire Beetle other effects outside the frog, and it takes 5 (2d4) acid damage
at the start of each of the frog’s turns. The frog can have only
Small beast, unaligned one target swallowed at a time.
If the frog dies, a swallowed creature is no longer restrained
Armor Class 13 (natural armor) by it and can escape from the corpse using 5 feet of movement,
Hit Points 4 (1d6 + 1) exiting prone.
Speed 30 ft.
Giant Goat
STR DEX CON INT WIS CHA
8 (−1) 10 (+0) 12 (+1) 1 (−5) 7 (−2) 3 (−4) Large beast, unaligned

Senses blindsight 30 ft., passive Perception 8 Armor Class 11 (natural armor)
Languages — Hit Points 19 (3d10 + 3)
Challenge 0 (10 XP) Speed 40 ft.

Illumination. The beetle sheds bright light in a 10-foot radius STR DEX CON INT WIS CHA
and dim light for an additional 10 feet. 17 (+3) 11 (+0) 12 (+1) 3 (−4) 12 (+1) 6 (−2)

Actions Senses passive Perception 11
Languages —
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Challenge 1/2 (100 XP)
Hit: 2 (1d6 − 1) slashing damage.
Charge. If the goat moves at least 20 feet straight toward a
A giant fire beetle is a nocturnal creature that features target and then hits it with a ram attack on the same turn, the
a pair of glowing glands that give off light for 1d6 days target takes an extra 5 (2d4) bludgeoning damage. If the target
after the beetle dies. is a creature, it must succeed on a DC 13 Strength saving throw
or be knocked prone.

Sure-Footed. The goat has advantage on Strength and Dexterity
saving throws made against effects that would knock it prone.

Actions

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (2d4 + 3) bludgeoning damage.

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Giant Hyena Giant Octopus

Large beast, unaligned Large beast, unaligned

Armor Class 12 Armor Class 11
Hit Points 45 (6d10 + 12) Hit Points 52 (8d10 + 8)
Speed 50 ft. Speed 10 ft., swim 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 2 (−4) 12 (+1) 7 (−2) 17 (+3) 13 (+1) 13 (+1) 4 (−3) 10 (+0) 4 (−3)

Skills Perception +3 Skills Perception +4, Stealth +5
Senses passive Perception 13 Senses darkvision 60 ft., passive Perception 14
Languages — Languages —
Challenge 1 (200 XP) Challenge 1 (200 XP)

Rampage. When the hyena reduces a creature to 0 hit points Hold Breath. While out of water, the octopus can hold its
with a melee attack on its turn, the hyena can take a bonus breath for 1 hour.
action to move up to half its speed and make a bite attack.
Underwater Camouflage. The octopus has advantage on
Actions Dexterity (Stealth) checks made while underwater.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Water Breathing. The octopus can breathe only underwater.
Hit: 10 (2d6 + 3) piercing damage.
Actions
Giant Lizard
Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one
Large beast, unaligned target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a
creature, it is grappled (escape DC 16). Until this grapple ends,
Armor Class 12 (natural armor) the target is restrained, and the octopus can’t use its tentacles
Hit Points 19 (3d10 + 3) on another target.
Speed 30 ft., climb 30 ft.
Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-
STR DEX CON INT WIS CHA radius cloud of ink extends all around the octopus if it is
15 (+2) 12 (+1) 13 (+1) 2 (−4) 10 (+0) 5 (−3) underwater. The area is heavily obscured for 1 minute,
although a significant current can disperse the ink. After
Senses darkvision 30 ft., passive Perception 10 releasing the ink, the octopus can use the Dash action as a
Languages — bonus action.
Challenge 1/4 (50 XP)
Giant Owl
Actions
Large beast, neutral
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) piercing damage. Armor Class 12
Hit Points 19 (3d10 + 3)
Giant lizards are fearsome predators often used as Speed 5 ft., fly 60 ft.
mounts or draft animals by reptilian humanoids and
residents of the Underdark. STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 12 (+1) 8 (−1) 13 (+1) 10 (+0)

Skills Perception +5, Stealth +4
Senses darkvision 120 ft., passive Perception 15
Languages Giant Owl, understands Common, Elvish, and

Sylvan but can’t speak them
Challenge 1/4 (50 XP)

Flyby. The owl doesn’t provoke opportunity attacks when it
flies out of an enemy’s reach.

Keen Hearing and Sight. The owl has advantage on Wisdom
(Perception) checks that rely on hearing or sight.

Actions

Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 8 (2d6 + 1) slashing damage.

Giant owls are intelligent creatures that are the
guardians of their woodland realms.

D&D DM’s Basic Rules v0.5 | Monsters 26

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Giant Poisonous Snake Giant Scorpion

Medium beast, unaligned Large beast, unaligned

Armor Class 14 Armor Class 15 (natural armor)
Hit Points 11 (2d8 + 2) Hit Points 52 (7d10 + 14)
Speed 30 ft., swim 30 ft. Speed 40 ft.

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

Skills Perception +2 Senses blindsight 60 ft., passive Perception 9
Senses blindsight 10 ft., passive Perception 12 Languages —
Languages — Challenge 3 (700 XP)
Challenge 1/4 (50 XP)
Actions
Actions
Multiattack. The scorpion makes three attacks: two with its
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. claws and one with its sting.
Hit: 6 (1d4 + 4) piercing damage, and the target must make
a DC 11 Constitution saving throw, taking 10 (3d6) poison Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
damage on a failed save, or half as much damage on a Hit: 6 (1d8 + 2) bludgeoning damage, and the target is
successful one. grappled (escape DC 12). The scorpion has two claws, each of
which can grapple only one target.
Giant Rat
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Small beast, unaligned Hit: 7 (1d10 + 2) piercing damage, and the target must make
a DC 12 Constitution saving throw, taking 22 (4d10) poison
Armor Class 12 damage on a failed save, or half as much damage on a
Hit Points 7 (2d6) successful one.
Speed 30 ft.
Giant Sea Horse
STR DEX CON INT WIS CHA
7 (−2) 15 (+2) 11 (+0) 2 (−4) 10 (+0) 4 (−3) Large beast, unaligned

Senses darkvision 60 ft., passive Perception 10 Armor Class 13 (natural armor)
Languages — Hit Points 16 (3d10)
Challenge 1/8 (25 XP) Speed 0 ft., swim 40 ft.

Keen Smell. The rat has advantage on Wisdom (Perception) STR DEX CON INT WIS CHA
checks that rely on smell. 12 (+1) 15 (+2) 11 (+0) 2 (−4) 12 (+1) 5 (−3)

Pack Tactics. The rat has advantage on an attack roll against a Senses passive Perception 11
creature if at least one of the rat’s allies is within 5 feet of the Languages —
creature and the ally isn’t incapacitated. Challenge 1/2 (100 XP)

Actions Charge. If the sea horse moves at least 20 feet straight toward
a target and then hits it with a ram attack on the same turn, the
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. target takes an extra 7 (2d6) bludgeoning damage. If the target
Hit: 4 (1d4 + 2) piercing damage. is a creature, it must succeed on a DC 11 Strength saving throw
or be knocked prone.

Water Breathing. The sea horse can breathe only underwater.

Actions

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

Giant sea horses are often used as mounts by
aquatic humanoids.

D&D DM’s Basic Rules v0.5 | Monsters 27

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Giant Shark webbing can also be attacked and destroyed (AC 10; hp 5;
vulnerability to fire damage; immunity to bludgeoning, poison,
Huge beast, unaligned and psychic damage).

Armor Class 13 (natural armor) Giant Toad
Hit Points 126 (11d12 + 55)
Speed 0 ft., swim 50 ft. Large beast, unaligned

STR DEX CON INT WIS CHA Armor Class 11
23 (+6) 11 (+0) 21 (+5) 1 (−5) 10 (+0) 5 (−3) Hit Points 39 (6d10 + 6)
Speed 20 ft., swim 40 ft.
Skills Perception +3
Senses blindsight 60 ft., passive Perception 13 STR DEX CON INT WIS CHA
Languages — 15 (+2) 13 (+1) 13 (+1) 2 (−4) 10 (+0) 3 (−4)
Challenge 5 (1,800 XP)
Senses darkvision 30 ft., passive Perception 10
Blood Frenzy. The shark has advantage on melee attack rolls Languages —
against any creature that doesn’t have all its hit points. Challenge 1 (200 XP)

Water Breathing. The shark can breathe only underwater. Amphibious. The toad can breathe air and water.

Actions 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.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 22 (3d10 + 6) piercing damage. Actions

A giant shark is 30 feet long and normally found in Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
deep oceans. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison
damage, and the target is grappled (escape DC 13). Until this
Giant Spider grapple ends, the target is restrained, and the toad can’t bite
another target.
Large beast, unaligned
Swallow. The toad makes one bite attack against a Medium
Armor Class 14 (natural armor) or smaller target it is grappling. If the attack hits, the target
Hit Points 26 (4d10 + 4) is swallowed, and the grapple ends. The swallowed target
Speed 30 ft., climb 30 ft. is blinded and restrained, it has total cover against attacks
and other effects outside the toad, and it takes 10 (3d6) acid
STR DEX CON INT WIS CHA damage at the start of each of the toad’s turns. The toad can
14 (+2) 16 (+3) 12 (+1) 2 (−4) 11 (+0) 4 (−3) have only one target swallowed at a time.
If the toad dies, a swallowed creature is no longer restrained
Skills Stealth +7 by it and can escape from the corpse using 5 feet of movement,
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10 exiting prone.
Languages —
Challenge 1 (200 XP)

Spider Climb. The spider can climb difficult surfaces, including
upside down on ceilings, without needing to make an
ability check.

Web Sense. While in contact with a web, the spider knows the
exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions
caused by webbing.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 7 (1d8 + 3) piercing damage, and the target must make a
DC 11 Constitution saving throw, taking 9 (2d8) poison damage
on a failed save, or half as much damage on a successful one.
If the poison damage reduces the target to 0 hit points, the
target is stable but poisoned for 1 hour, even after regaining hit
points, and is paralyzed while poisoned in this way.

Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit,
range 30/60 ft., one creature. Hit: The target is restrained by
webbing. As an action, the restrained target can make a DC
12 Strength check, bursting the webbing on a success. The

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Giant Vulture Giant Weasel

Large beast, neutral evil Medium beast, unaligned

Armor Class 10 Armor Class 13
Hit Points 22 (3d10 + 6) Hit Points 9 (2d8)
Speed 10 ft., fly 60 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 15 (+2) 6 (−2) 12 (+1) 7 (−2) 11 (+0) 16 (+3) 10 (+0) 4 (−3) 12 (+1) 5 (−3)

Skills Perception +3 Skills Perception +3, Stealth +5
Senses passive Perception 13 Senses darkvision 60 ft., passive Perception 13
Languages understands Common but can’t speak Languages —
Challenge 1 (200 XP) Challenge 1/8 (25 XP)

Keen Sight and Smell. The vulture has advantage on Wisdom Keen Hearing and Smell. The weasel has advantage on Wisdom
(Perception) checks that rely on sight or smell. (Perception) checks that rely on hearing or smell.

Pack Tactics. The vulture has advantage on an attack roll Actions
against a creature if at least one of the vulture’s allies is within
5 feet of the creature and the ally isn’t incapacitated. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) piercing damage.
Actions
Giant Wolf Spider
Multiattack. The vulture makes two attacks: one with its beak
and one with its talons. Medium beast, unaligned

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Armor Class 13
Hit: 7 (2d4 + 2) piercing damage. Hit Points 11 (2d8 + 2)
Speed 40 ft., climb 40 ft.
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 9 (2d6 + 2) slashing damage. STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 3 (−4) 12 (+1) 4 (−3)
A giant vulture has advanced intelligence and a
malevolent bent. Skills Perception +3, Stealth +7
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
Giant Wasp Languages —
Challenge 1/4 (50 XP)
Medium beast, unaligned
Spider Climb. The spider can climb difficult surfaces, including
Armor Class 12 upside down on ceilings, without needing to make an
Hit Points 13 (3d8) 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 creature. Hit: 4 (1d6 + 1) piercing damage, and the target must make a
Hit: 5 (1d6 + 2) piercing damage, and the target must make DC 11 Constitution saving throw, taking 7 (2d6) poison damage
a DC 11 Constitution saving throw, taking 10 (3d6) poison on a failed save, or half as much damage on a successful one.
damage on a failed save, or half as much damage on a If the poison damage reduces the target to 0 hit points, the
successful one. If the poison damage reduces the target to 0 target is stable but poisoned for 1 hour, even after regaining hit
hit points, the target is stable but poisoned for 1 hour, even points, and is paralyzed while poisoned in this way.
after regaining hit points, and is paralyzed while poisoned
in this way. Giant wolf spiders hunt prey across open ground or
hide in burrows or crevices to attack from ambush.

D&D DM’s Basic Rules v0.5 | Monsters 29

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Gnoll Goblin

Medium humanoid (gnoll), chaotic evil Small humanoid (goblinoid), neutral evil

Armor Class 15 (hide armor, shield) Armor Class 15 (leather armor, shield)
Hit Points 22 (5d8) Hit Points 7 (2d6)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 11 (+0) 6 (−2) 10 (+0) 7 (−2) 8 (−1) 14 (+2) 10 (+0) 10 (+0) 8 (−1) 8 (−1)

Senses darkvision 60 ft., passive Perception 10 Skills Stealth +6
Languages Gnoll Senses darkvision 60 ft., passive Perception 9
Challenge 1/2 (100 XP) Languages Common, Goblin
Challenge 1/4 (50 XP)
Rampage. When the gnoll reduces a creature to 0 hit points
with a melee attack on its turn, the gnoll can take a bonus Nimble Escape. The goblin can take the Disengage or Hide
action to move up to half its speed and make a bite attack. action as a bonus action on each of its turns.

Actions Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Hit: 4 (1d4 + 2) piercing damage. target. Hit: 5 (1d6 + 2) slashing damage.

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft.,
range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or one target. Hit: 5 (1d6 + 2) piercing damage.
6 (1d8 + 2) piercing damage if used with two hands to make a
melee attack. Goblins are small, black-hearted humanoids that lair
in despoiled dungeons and other dismal settings.
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., Individually weak, they gather in large numbers to
one target. Hit: 5 (1d8 + 1) piercing damage. torment other creatures.

Gnolls are feral, hyena-headed humanoids that attack Grick
without warning, slaughtering their victims and
devouring their flesh. Medium monstrosity, neutral

Goat Armor Class 14 (natural armor)
Hit Points 27 (6d8)
Medium beast, unaligned Speed 30 ft., climb 30 ft.

Armor Class 10 STR DEX CON INT WIS CHA
Hit Points 4 (1d8) 14 (+2) 14 (+2) 11 (+0) 3 (−4) 14 (+2) 5 (−3)
Speed 40 ft.
Damage Resistances bludgeoning, piercing, and slashing from
STR DEX CON INT WIS CHA nonmagical attacks
12 (+1) 10 (+0) 11 (+0) 2 (−4) 10 (+0) 5 (−3)
Senses darkvision 60 ft., passive Perception 12
Senses passive Perception 10 Languages —
Languages — Challenge 2 (450 XP)
Challenge 0 (10 XP)
Stone Camouflage. The grick has advantage on Dexterity
Charge. If the goat moves at least 20 feet straight toward a (Stealth) checks made to hide in rocky terrain.
target and then hits it with a ram attack on the same turn, the
target takes an extra 2 (1d4) bludgeoning damage. If the target Actions
is a creature, it must succeed on a DC 10 Strength saving throw
or be knocked prone. Multiattack. The grick makes one attack with its tentacles. If
that attack hits, the grick can make one beak attack against the
Sure-Footed. The goat has advantage on Strength and Dexterity same target.
saving throws made against effects that would knock it prone.
Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Actions target. Hit: 9 (2d6 + 2) slashing damage.

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

This wormlike monstrosity blends in with the rock of
the caverns it haunts. When prey comes near, its barbed
tentacles unfurl to reveal its hungry, snapping beak.

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Griffon its turn toward the harpy by the most direct route. It doesn’t
avoid opportunity attacks, but before moving into damaging
Large monstrosity, unaligned terrain, such as lava or a pit, and whenever it takes damage
from a source other than the harpy, a target can repeat the
Armor Class 12 saving throw. A creature can also repeat the saving throw at
Hit Points 59 (7d10 + 21) the end of each of its turns. If a creature’s saving throw is
Speed 30 ft., fly 80 ft. successful, the effect ends on it.
A target that successfully saves is immune to this harpy’s
STR DEX CON INT WIS CHA song for the next 24 hours.
18 (+4) 15 (+2) 16 (+3) 2 (−4) 13 (+1) 8 (−1)
A harpy combines the body, legs, and wings of a vulture
Skills Perception +5 with the torso, arms, and head of a human female.
Senses darkvision 60 ft., passive Perception 15 Its sweet song has lured countless adventurers to
Languages — their deaths.
Challenge 2 (450 XP)
Hawk
Keen Sight. The griffon has advantage on Wisdom (Perception)
checks that rely on sight. Tiny beast, unaligned

Actions Armor Class 13
Hit Points 1 (1d4 − 1)
Multiattack. The griffon makes two attacks: one with its beak Speed 10 ft., fly 60 ft.
and one with its claws.
STR DEX CON INT WIS CHA
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 5 (−3) 16 (+3) 8 (−1) 2 (−4) 14 (+2) 6 (−2)
Hit: 8 (1d8 + 4) piercing damage.
Skills Perception +4
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Senses passive Perception 14
Hit: 11 (2d6 + 4) slashing damage. Languages —
Challenge 0 (10 XP)
A griffon is a ferocious avian carnivore with the
muscular body of a lion and the head, forelegs, and Keen Sight. The hawk has advantage on Wisdom (Perception)
wings of an eagle. checks that rely on sight.

Harpy Actions

Medium monstrosity, chaotic evil Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1 slashing damage.
Armor Class 11
Hit Points 38 (7d8 + 7)
Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 12 (+1) 7 (−2) 10 (+0) 13 (+1)

Senses passive Perception 10
Languages Common
Challenge 1 (200 XP)

Actions

Multiattack. The harpy makes two attacks: one with its claws
and one with its club.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 6 (2d4 + 1) slashing damage.

Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 3 (1d4 + 1) bludgeoning damage.

Luring Song. The harpy sings a magical melody. Every
humanoid and giant within 300 feet of the harpy that can hear
the song must succeed on a DC 11 Wisdom saving throw or
be charmed until the song ends. The harpy must take a bonus
action on its subsequent turns to continue singing. It can stop
singing at any time. The song ends if the harpy is incapacitated.
While charmed by the harpy, a target is incapacitated and
ignores the songs of other harpies. If the charmed target is
more than 5 feet away from the harpy, the target must move on

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Hell Hound Hippogriff

Medium fiend, lawful evil Large monstrosity, unaligned

Armor Class 15 (natural armor) Armor Class 11
Hit Points 45 (7d8 + 14) Hit Points 19 (3d10 + 3)
Speed 50 ft. Speed 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 14 (+2) 6 (−2) 13 (+1) 6 (−2) 17 (+3) 13 (+1) 13 (+1) 2 (−4) 12 (+1) 8 (−1)

Skills Perception +5 Skills Perception +5
Damage Immunities fire Senses passive Perception 15
Senses darkvision 60 ft., passive Perception 15 Languages —
Languages understands Infernal but can’t speak it Challenge 1 (200 XP)
Challenge 3 (700 XP)
Keen Sight. The hippogriff has advantage on Wisdom
Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on sight.
(Perception) checks that rely on hearing or smell.
Actions
Pack Tactics. The hound has advantage on an attack roll
against a creature if at least one of the hound’s allies is within 5 Multiattack. The hippogriff makes two attacks: one with its
feet of the creature and the ally isn’t incapacitated. beak and one with its claws.

Actions Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (1d10 + 3) piercing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing 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 A hippogriff is a magical creature possessing the wings
saving throw, taking 21 (6d6) fire damage on a failed save, or and forelimbs of an eagle, the hindquarters of a horse,
half as much damage on a successful one. and a head that combines the features of both animals.

Fire-breathing fiends that take the form of powerful Hobgoblin
dogs, hell hounds commonly serve evil creatures that
use them as guard animals and companions. Medium humanoid (goblinoid), lawful evil

Hill Giant Armor Class 18 (chain mail, shield)
Hit Points 11 (2d8 + 2)
Huge giant, chaotic evil Speed 30 ft.

Armor Class 13 (natural armor) STR DEX CON INT WIS CHA
Hit Points 105 (10d12 + 40) 13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 9 (−1)
Speed 40 ft.
Senses darkvision 60 ft., passive Perception 10
STR DEX CON INT WIS CHA Languages Common, Goblin
21 (+5) 8 (−1) 19 (+4) 5 (−3) 9 (−1) 6 (−2) Challenge 1/2 (100 XP)

Skills Perception +2 Martial Advantage. Once per turn, the hobgoblin can deal an
Senses passive Perception 12 extra 7 (2d6) damage to a creature it hits with a weapon attack
Languages Giant if that creature is within 5 feet of an ally of the hobgoblin that
Challenge 5 (1,800 XP) isn’t incapacitated.

Actions Actions

Multiattack. The giant makes two greatclub attacks. Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1)
Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one slashing damage if used with two hands.
target. Hit: 18 (3d8 + 5) bludgeoning damage.
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft.,
Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one one target. Hit: 5 (1d8 + 1) piercing damage.
target. Hit: 21 (3d10 + 5) bludgeoning damage.
Hobgoblins are large goblinoids with dark orange
Hill giants are selfish, dimwitted brutes that hunt and or red-orange skin. A hobgoblin measures virtue by
raid in constant search of food. Their skins are tan physical strength and martial prowess, caring about
from lives spent beneath the sun, and their weapons are nothing except skill and cunning in battle.
uprooted trees and rocks pulled from the earth.

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Hunter Shark Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 10 (1d10 + 5) piercing damage.
Large beast, unaligned
The hydra is a reptilian horror with a crocodilian body
Armor Class 12 (natural armor) and multiple heads on long, serpentine necks. Although
Hit Points 45 (6d10 + 12) its heads can be severed, the hydra magically regrows
Speed 0 ft., swim 40 ft. them in short order.

STR DEX CON INT WIS CHA Hyena
18 (+4) 13 (+1) 15 (+2) 1 (−5) 10 (+0) 4 (−3)
Medium beast, unaligned
Skills Perception +2
Senses blindsight 30 ft., passive Perception 12 Armor Class 11
Languages — Hit Points 5 (1d8 + 1)
Challenge 2 (450 XP) Speed 50 ft.

Blood Frenzy. The shark has advantage on melee attack rolls STR DEX CON INT WIS CHA
against any creature that doesn’t have all its hit points. 11 (+0) 13 (+1) 12 (+1) 2 (−4) 12 (+1) 5 (−3)

Water Breathing. The shark can breathe only underwater. Skills Perception +3
Senses passive Perception 13
Actions Languages —
Challenge 0 (10 XP)
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) piercing damage. Pack Tactics. The hyena has advantage on an attack roll against
a creature if at least one of the hyena’s allies is within 5 feet of
A hunter shark is 15 to 20 feet long, and usually hunts the creature and the ally isn’t incapacitated.
alone in deep waters.
Actions
Hydra
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Huge monstrosity, unaligned Hit: 3 (1d6) piercing damage.

Armor Class 15 (natural armor) Jackal
Hit Points 172 (15d12 + 75)
Speed 30 ft., swim 30 ft. Small beast, unaligned

STR DEX CON INT WIS CHA Armor Class 12
20 (+5) 12 (+1) 20 (+5) 2 (−4) 10 (+0) 7 (−2) Hit Points 3 (1d6)
Speed 40 ft.
Skills Perception +6
Senses darkvision 60 ft., passive Perception 16 STR DEX CON INT WIS CHA
Languages — 8 (−1) 15 (+2) 11 (+0) 3 (−4) 12 (+1) 6 (−2)
Challenge 8 (3,900 XP)
Skills Perception +3
Hold Breath. The hydra can hold its breath for 1 hour. Senses passive Perception 13
Languages —
Multiple Heads. The hydra has five heads. While it has more Challenge 0 (10 XP)
than one head, the hydra has advantage on saving throws
against being blinded, charmed, deafened, frightened, Keen Hearing and Smell. The jackal has advantage on Wisdom
stunned, and knocked unconscious. (Perception) checks that rely on hearing or smell.
Whenever the hydra takes 25 or more damage in a single
turn, one of its heads dies. If all its heads die, the hydra dies. Pack Tactics. The jackal has advantage on an attack roll against
At the end of its turn, it grows two heads for each of its heads a creature if at least one of the jackal’s allies is within 5 feet of
that died since its last turn, unless it has taken fire damage the creature and the ally isn’t incapacitated.
since its last turn. The hydra regains 10 hit points for each head
regrown in this way. Actions

Reactive Heads. For each head the hydra has beyond Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
one, it gets an extra reaction that can be used only for Hit: 1 (1d4 – 1) piercing damage.
opportunity attacks.

Wakeful. While the hydra sleeps, at least one of its
heads is awake.

Actions

Multiattack. The hydra makes as many bite attacks as
it has heads.

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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 the
Keen Hearing. The whale has advantage on Wisdom 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 or
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. be knocked prone. If the target is prone, the lion can make one
Hit: 21 (5d6 + 4) piercing damage. 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
ineptitude with a cleverness for trap making.

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Lizardfolk A mammoth is an elephantine creature with thick fur
and long tusks.
Medium humanoid (lizardfolk), neutral
Manticore
Armor Class 15 (natural armor, shield)
Hit Points 22 (4d8 + 4) Large monstrosity, lawful evil
Speed 30 ft., swim 30 ft.
Armor Class 14 (natural armor)
STR DEX CON INT WIS CHA Hit Points 68 (8d10 + 24)
15 (+2) 10 (+0) 13 (+1) 7 (−2) 12 (+1) 7 (−2) Speed 30 ft., fly 50 ft.

Skills Perception +3, Stealth +4, Survival +5 STR DEX CON INT WIS CHA
Senses passive Perception 13 17 (+3) 16 (+3) 17 (+3) 7 (−2) 12 (+1) 8 (−1)
Languages Draconic
Challenge 1/2 (100 XP) Senses darkvision 60 ft., passive Perception 11
Languages Common
Hold Breath. The lizardfolk can hold its breath for 15 minutes. Challenge 3 (700 XP)

Actions Tail Spike Regrowth. The manticore has twenty-four tail spikes.
Used spikes regrow when the manticore finishes a long rest.
Multiattack. The lizardfolk makes two melee attacks, each one
with a different weapon. Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Multiattack. The manticore makes three attacks: one with its
Hit: 5 (1d6 + 2) piercing damage. bite and two with its claws or three with its tail spikes.

Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
target. Hit: 5 (1d6 + 2) bludgeoning damage. Hit: 7 (1d8 + 3) piercing damage.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Hit: 6 (1d6 + 3) slashing damage.

Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one Tail Spike. Ranged Weapon Attack: +5 to hit, range 100/200 ft.,
target. Hit: 5 (1d6 + 2) piercing damage. one target. Hit: 7 (1d8 + 3) piercing damage.

Lizardfolk are primitive reptilian humanoids that lurk in A manticore has a vaguely humanoid head, the body
swamps and jungles. Fiercely territorial, they kill when of a lion, and the wings of a dragon. Its long tail ends
it is expedient and do whatever it takes to survive. in a cluster of deadly spikes that can impale prey at
impressive range.
Mammoth
Mastiff
Huge beast, unaligned
Medium beast, unaligned
Armor Class 13 (natural armor)
Hit Points 126 (11d12 + 55) Armor Class 12
Speed 40 ft. Hit Points 5 (1d8 + 1)
Speed 40 ft.
STR DEX CON INT WIS CHA
24 (+7) 9 (−1) 21 (+5) 3 (−4) 11 (+0) 6 (−2) STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 3 (−4) 12 (+1) 7 (−2)
Senses passive Perception 10
Languages — Skills Perception +3
Challenge 6 (2,300 XP) Senses passive Perception 13
Languages —
Trampling Charge. If the mammoth moves at least 20 feet Challenge 1/8 (25 XP)
straight toward a creature and then hits it with a gore attack on
the same turn, that target must succeed on a DC 18 Strength Keen Hearing and Smell. The mastiff has advantage on
saving throw or be knocked prone. If the target is prone, Wisdom (Perception) checks that rely on hearing or smell.
the mammoth can make one stomp attack against it as a
bonus action. Actions

Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
4 (1d6 + 1) piercing damage. If the target is a creature, it must
Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. succeed on a DC 11 Strength saving throw or be knocked prone.
Hit: 25 (4d8 + 7) piercing damage.
Mastiffs are impressive hounds prized by humanoids
Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone for their loyalty and keen senses.
creature. Hit: 29 (4d10 + 7) bludgeoning damage.

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Medusa Merfolk

Medium monstrosity, lawful evil Medium humanoid (merfolk), neutral

Armor Class 15 (natural armor) Armor Class 11
Hit Points 127 (17d8 + 51) Hit Points 11 (2d8 + 2)
Speed 30 ft. Speed 10 ft., swim 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 16 (+3) 12 (+1) 13 (+1) 15 (+2) 10 (+0) 13 (+1) 12 (+1) 11 (+0) 11 (+0) 12 (+1)

Skills Deception +5, Insight +4, Perception +4, Stealth +5 Skills Perception +2
Senses darkvision 60 ft., passive Perception 14 Senses passive Perception 12
Languages Common Languages Aquan, Common
Challenge 6 (2,300 XP) Challenge 1/8 (25 XP)

Petrifying Gaze. When a creature that can see the medusa’s Amphibious. The merfolk can breathe air and water.
eyes starts its turn within 30 feet of the medusa, the medusa
can force it to make a DC 14 Constitution saving throw if Actions
the medusa isn’t incapacitated and can see the creature. If
the saving throw fails by 5 or more, the creature is instantly Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft.
petrified. Otherwise, a creature that fails the save begins to or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage,
turn to stone and is restrained. The restrained creature must or 4 (1d8) piercing damage if used with two hands to make a
repeat the saving throw at the end of its next turn, becoming melee attack.
petrified on a failure or ending the effect on a success. The
petrification lasts until the creature is freed by the greater Merfolk are aquatic humanoids with the lower body of a
restoration spell or other magic. fish. They live in small tribes beneath the waves.
Unless surprised, a creature can avert its eyes to avoid the
saving throw at the start of its turn. If the creature does so, it Minotaur
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 Large monstrosity, chaotic evil
meantime, it must immediately make the save.
If the medusa sees itself reflected on a polished surface Armor Class 14 (natural armor)
within 30 feet of it and in an area of bright light, the medusa is, Hit Points 76 (9d10 + 27)
due to its curse, affected by its own gaze. Speed 40 ft.

Actions STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 6 (−2) 16 (+3) 9 (−1)
Multiattack. The medusa makes either three melee attacks—
one with its snake hair and two with its shortsword—or two Skills Perception +7
ranged attacks with its longbow. Senses darkvision 60 ft., passive Perception 17
Languages Abyssal
Snake Hair. Melee Weapon Attack: +5 to hit, reach 5 ft., one Challenge 3 (700 XP)
creature. Hit: 4 (1d4 + 2) piercing damage plus 14 (4d6)
poison damage. Charge. If the minotaur moves at least 10 feet straight toward a
target and then hits it with a gore attack on the same turn, the
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target takes an extra 9 (2d8) piercing damage. If the target is a
target. Hit: 5 (1d6 + 2) piercing damage. creature, it must succeed on a DC 14 Strength saving throw or
be pushed up to 10 feet away and knocked prone.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600
ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) Labyrinthine Recall. The minotaur can perfectly recall any path
poison damage. it has traveled.

A victim of a terrible curse, the serpent-haired medusa Reckless. At the start of its turn, the minotaur can gain
petrifies all those who gaze upon it, turning creatures advantage on all melee weapon attack rolls it makes during
into stone monuments to its corruption. that turn, but attack rolls against it have advantage until the
start of its next turn.

Actions

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 17 (2d12 + 4) slashing damage.

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) piercing damage.

Their fur stained with the blood of fallen foes, minotaurs
are massive, bull-headed humanoids whose roar is a
savage battle cry that all civilized creatures fear.

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Mule turn. If the target fails the saving throw by 5 or more, it is also
paralyzed for the same duration. A target that succeeds on the
Medium beast, unaligned saving throw is immune to the Dreadful Glare of all mummies
(but not mummy lords) for the next 24 hours.
Armor Class 10
Hit Points 11 (2d8 + 2) Raised by dark funerary rituals and still wrapped in
Speed 40 ft. the shrouds of death, mummies shamble out from lost
temples and tombs to slay any who disturb their rest.
STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 13 (+1) 2 (−4) 10 (+0) 5 (−3) Nothic

Senses passive Perception 10 Medium aberration, neutral evil
Languages —
Challenge 1/8 (25 XP) Armor Class 15 (natural armor)
Hit Points 45 (6d8 + 18)
Beast of Burden. The mule is considered to be a Large animal Speed 30 ft.
for the purpose of determining its carrying capacity.
STR DEX CON INT WIS CHA
Sure-Footed. The mule has advantage on Strength and 14 (+2) 16 (+3) 16 (+3) 13 (+1) 10 (+0) 8 (−1)
Dexterity saving throws made against effects that would
knock it prone. Skills Arcana +3, Insight +4, Perception +2, Stealth +5
Senses truesight 120 ft., passive Perception 12
Actions Languages Undercommon
Challenge 2 (450 XP)
Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) bludgeoning damage. Keen Sight. The nothic has advantage on Wisdom (Perception)
checks that rely on sight.
Mummy
Actions
Medium undead, lawful evil
Multiattack. The nothic makes two claw attacks.
Armor Class 11 (natural armor)
Hit Points 58 (9d8 + 18) Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Speed 20 ft. Hit: 6 (1d6 + 3) slashing damage.

STR DEX CON INT WIS CHA Rotting Gaze. The nothic targets one creature it can see
16 (+3) 8 (−1) 15 (+2) 6 (−2) 10 (+0) 12 (+1) within 30 feet of it. The target must succeed on a DC 12
Constitution saving throw against this magic or take 10 (3d6)
Saving Throws Wis +2 necrotic damage.
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing, and slashing from Weird Insight. The nothic targets one creature it can see within
30 feet of it. The target must contest its Charisma (Deception)
nonmagical attacks check against the nothic’s Wisdom (Insight) check. If the
Damage Immunities necrotic, poison nothic wins, it magically learns one fact or secret about
Condition Immunities charmed, exhaustion, frightened, the target. The target automatically wins if it is immune to
being charmed.
paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 10 A nothic is a monstrous creature with terrible talons and
Languages the languages it knew in life a single great eye. When driven to violence, it uses its
Challenge 3 (700 XP) horrific gaze to rot the flesh from its enemies’ bones.

Actions

Multiattack. The mummy can use its Dreadful Glare and
makes one attack with its rotting fist.

Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6)
necrotic damage. If the target is a creature, it must succeed on
a DC 12 Constitution saving throw or be cursed with mummy
rot. The cursed target can’t regain hit points, and its hit point
maximum decreases by 10 (3d6) for every 24 hours that elapse.
If the curse reduces the target’s hit point maximum to 0, the
target dies, and its body turns to dust. The curse lasts until
removed by the remove curse spell or other magic.

Dreadful Glare. The mummy targets one creature it can see
within 60 feet of it. If the target can see the mummy, it must
succeed on a DC 11 Wisdom saving throw against this magic
or become frightened until the end of the mummy’s next

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Ochre Jelly Octopus

Large ooze, unaligned Small beast, unaligned

Armor Class 8 Armor Class 12
Hit Points 45 (6d10 + 12) Hit Points 3 (1d6)
Speed 10 ft., climb 10 ft. Speed 5 ft., swim 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 6 (−2) 14 (+2) 2 (−4) 6 (−2) 1 (−5) 4 (−3) 15 (+2) 11 (+0) 3 (−4) 10 (+0) 4 (−3)

Damage Resistances acid Skills Perception +2, Stealth +4
Damage Immunities lightning, slashing Senses darkvision 30 ft., passive Perception 12
Condition Immunities blinded, charmed, deafened, exhaustion, Languages —
Challenge 0 (10 XP)
frightened, prone
Senses blindsight 60 ft. (blind beyond this radius), Hold Breath. While out of water, the octopus can hold its
breath for 30 minutes.
passive Perception 8
Languages — Underwater Camouflage. The octopus has advantage on
Challenge 2 (450 XP) Dexterity (Stealth) checks made while underwater.

Amorphous. The jelly can move through a space as narrow as 1 Water Breathing. The octopus can breathe only underwater.
inch wide without squeezing.
Actions
Spider Climb. The jelly can climb difficult surfaces, including
upside down on ceilings, without needing to make an Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one
ability check. target. Hit: 1 bludgeoning damage, and the target is grappled
(escape DC 10). Until this grapple ends, the octopus can’t use
Actions its tentacles on another target.

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one Ink Cloud (Recharges after a Short or Long Rest). A 5-foot-
target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) radius cloud of ink extends all around the octopus if it is
acid damage. underwater. The area is heavily obscured for 1 minute,
although a significant current can disperse the ink. After
Reactions releasing the ink, the octopus can use the Dash action as a
bonus action.
Split. When a jelly that is Medium or larger is subjected to
lightning or slashing damage, it splits into two new jellies if it Ogre
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 size Large giant, chaotic evil
smaller than the original jelly.
Armor Class 11 (hide armor)
An ochre jelly is a yellowish ooze that can slide Hit Points 59 (7d10 + 21)
under doors and through narrow cracks in pursuit of Speed 40 ft.
creatures to devour.
STR DEX CON INT WIS CHA
19 (+4) 8 (−1) 16 (+3) 5 (−3) 7 (−2) 7 (−2)

Senses darkvision 60 ft., passive Perception 8
Languages Common, Giant
Challenge 2 (450 XP)

Actions

Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) bludgeoning damage.

Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Ogres are hulking giants notorious for their quick
tempers. When its rage is incited, an ogre lashes out
in a frustrated tantrum until it runs out of objects or
creatures to smash.

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Orc Owlbear

Medium humanoid (orc), chaotic evil Large monstrosity, unaligned

Armor Class 13 (hide armor) Armor Class 13 (natural armor)
Hit Points 15 (2d8 + 6) Hit Points 59 (7d10 + 21)
Speed 30 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 7 (−2) 11 (+0) 10 (+0) 20 (+5) 12 (+1) 17 (+3) 3 (−4) 12 (+1) 7 (−2)

Skills Intimidation +2 Skills Perception +3
Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 13
Languages Common, Orc Languages —
Challenge 1/2 (100 XP) Challenge 3 (700 XP)

Aggressive. As a bonus action, the orc can move up to its speed Keen Sight and Smell. The owlbear has advantage on Wisdom
toward a hostile creature that it can see. (Perception) checks that rely on sight or smell.

Actions Actions

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one Multiattack. The owlbear makes two attacks: one with its beak
target. Hit: 9 (1d12 + 3) slashing damage. and one with its claws.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Hit: 10 (1d10 + 5) piercing damage.

Orcs are savage humanoids with stooped postures, Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
piggish faces, and prominent teeth that resemble tusks. Hit: 14 (2d8 + 5) slashing damage.
They gather in tribes that satisfy their bloodlust by
slaying any humanoids that stand against them. A monstrous cross between giant owl and bear, an
owlbear’s reputation for ferocity and aggression makes
Owl it one of the most feared predators of the wild.

Tiny beast, unaligned Panther

Armor Class 11 Medium beast, unaligned
Hit Points 1 (1d4 − 1)
Speed 5 ft., fly 60 ft. Armor Class 12
Hit Points 13 (3d8)
STR DEX CON INT WIS CHA Speed 50 ft., climb 40 ft.
3 (−4) 13 (+1) 8 (−1) 2 (−4) 12 (+1) 7 (−2)
STR DEX CON INT WIS CHA
Skills Perception +3, Stealth +3 14 (+2) 15 (+2) 10 (+0) 3 (−4) 14 (+2) 7 (−2)
Senses darkvision 120 ft., passive Perception 13
Languages — Skills Perception +4, Stealth +6
Challenge 0 (10 XP) Senses passive Perception 14
Languages —
Flyby. The owl doesn’t provoke opportunity attacks when it Challenge 1/4 (50 XP)
flies out of an enemy’s reach.
Keen Smell. The panther has advantage on Wisdom
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on smell.
(Perception) checks that rely on hearing or sight.
Pounce. If the panther moves at least 20 feet straight toward a
Actions creature and then hits it with a claw attack on the same turn,
that target must succeed on a DC 12 Strength saving throw or
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. be knocked prone. If the target is prone, the panther can make
Hit: 1 slashing damage. one bite attack against it as a bonus action.

Actions

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

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) slashing damage.

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Pegasus Plesiosaurus

Large celestial, chaotic good Large beast, unaligned

Armor Class 12 Armor Class 13 (natural armor)
Hit Points 59 (7d10 + 21) Hit Points 68 (8d10 + 24)
Speed 60 ft., fly 90 ft. Speed 20 ft., swim 40 ft.

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

Saving Throws Dex +4, Wis +4, Cha +3 Skills Perception +3, Stealth +4
Skills Perception +6 Senses passive Perception 13
Senses passive Perception 16 Languages —
Languages understands Celestial, Common, Elvish, and Sylvan Challenge 2 (450 XP)

but can’t speak Hold Breath. The plesiosaurus can hold its breath for 1 hour.
Challenge 2 (450 XP)
Actions
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing damage.
Hit: 11 (2d6 + 4) bludgeoning damage.
This predatory marine reptile and cousin to the
The white winged horses known as pegasi soar through dinosaurs attacks any creature it encounters. Its long,
the skies, a vision of grace and majesty. flexible neck lets it twist in any direction to deliver a
powerful bite.
Phase Spider
Poisonous Snake
Large monstrosity, unaligned
Tiny beast, unaligned
Armor Class 13 (natural armor)
Hit Points 32 (5d10 + 5) Armor Class 13
Speed 30 ft., climb 30 ft. Hit Points 2 (1d4)
Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 12 (+1) 6 (−2) 10 (+0) 6 (−2) STR DEX CON INT WIS CHA
2 (−4) 16 (+3) 11 (+0) 1 (−5) 10 (+0) 3 (−4)
Skills Stealth +6
Senses darkvision 60 ft., passive Perception 10 Senses blindsight 10 ft., passive Perception 10
Languages — Languages —
Challenge 3 (700 XP) Challenge 1/8 (25 XP)

Ethereal Jaunt. As a bonus action, the spider can magically Actions
shift from the Material Plane to the Ethereal Plane,
or vice versa. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1 piercing damage, and the target must make a DC 10
Spider Climb. The spider can climb difficult surfaces, including Constitution saving throw, taking 5 (2d4) poison damage on a
upside down on ceilings, without needing to make an failed save, or half as much damage on a successful one.
ability check.

Web Walker. The spider ignores movement restrictions
caused by webbing.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 7 (1d10 + 2) piercing damage, and the target must make
a DC 11 Constitution saving throw, taking 18 (4d8) poison
damage on a failed save, or half as much damage on a
successful one. If the poison damage reduces the target to 0
hit points, the target is stable but poisoned for 1 hour, even
after regaining hit points, and is paralyzed while poisoned
in this way.

A phase spider possesses the magical ability to phase
in and out of the Ethereal Plane. It seems to appear out
of nowhere and quickly vanishes after attacking.

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Polar Bear Flyby. The pteranodon doesn’t provoke an opportunity attack
when it flies out of an enemy’s reach.
Large beast, unaligned
Actions
Armor Class 12 (natural armor)
Hit Points 42 (5d10 + 15) Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Speed 40 ft., swim 30 ft. Hit: 6 (2d4 + 1) piercing damage.

STR DEX CON INT WIS CHA These flying reptilian cousins to the dinosaurs have no
20 (+5) 10 (+0) 16 (+3) 2 (−4) 13 (+1) 7 (−2) teeth, instead using their sharp beaks to stab prey too
large to swallow with one gulp.
Skills Perception +3
Senses passive Perception 13 Quipper
Languages —
Challenge 2 (450 XP) Tiny beast, unaligned

Keen Smell. The bear has advantage on Wisdom (Perception) Armor Class 13
checks that rely on smell. Hit Points 1 (1d4 − 1)
Speed 0 ft., swim 40 ft.
Actions
STR DEX CON INT WIS CHA
Multiattack. The bear makes two attacks: one with its bite and 2 (−4) 16 (+3) 9 (−1) 1 (−5) 7 (−2) 2 (−4)
one with its claws.
Senses darkvision 60 ft., passive Perception 8
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Languages —
Hit: 9 (1d8 + 5) piercing damage. Challenge 0 (10 XP)

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Blood Frenzy. The quipper has advantage on melee attack rolls
Hit: 12 (2d6 + 5) slashing damage. against any creature that doesn’t have all its hit points.

Pony Water Breathing. The quipper can breathe only underwater.

Medium beast, unaligned Actions

Armor Class 10 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit Points 11 (2d8 + 2) Hit: 1 piercing damage.
Speed 40 ft.
A quipper is a carnivorous fish with sharp teeth.
STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 2 (−4) 11 (+0) 7 (−2) Rat

Senses passive Perception 10 Tiny beast, unaligned
Languages —
Challenge 1/8 (25 XP) Armor Class 10
Hit Points 1 (1d4 − 1)
Actions Speed 20 ft.

Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. STR DEX CON INT WIS CHA
Hit: 7 (2d4 + 2) bludgeoning damage. 2 (−4) 11 (+0) 9 (−1) 2 (−4) 10 (+0) 4 (−3)

Pteranodon Senses darkvision 30 ft., passive Perception 10
Languages —
Medium beast, unaligned Challenge 0 (10 XP)

Armor Class 13 (natural armor) Keen Smell. The rat has advantage on Wisdom (Perception)
Hit Points 13 (3d8) checks that rely on smell.
Speed 10 ft., fly 60 ft.
Actions
STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 10 (+0) 2 (−4) 9 (−1) 5 (−3) Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
Hit: 1 piercing damage.
Skills Perception +1
Senses passive Perception 11
Languages —
Challenge 1/4 (50 XP)

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Raven Rhinoceros

Tiny beast, unaligned Large beast, unaligned

Armor Class 12 Armor Class 11 (natural armor)
Hit Points 1 (1d4 − 1) Hit Points 45 (6d10 + 12)
Speed 10 ft., fly 50 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
2 (−4) 14 (+2) 8 (−1) 2 (−4) 12 (+1) 6 (−2) 21 (+5) 8 (−1) 15 (+2) 2 (−4) 12 (+1) 6 (−2)

Skills Perception +3 Senses passive Perception 11
Senses passive Perception 13 Languages —
Languages — Challenge 2 (450 XP)
Challenge 0 (10 XP)
Charge. If the rhinoceros moves at least 20 feet straight toward
Mimicry. The raven can mimic simple sounds it has heard, a target and then hits it with a gore attack on the same turn,
such as a person whispering, a baby crying, or an animal the target takes an extra 9 (2d8) bludgeoning damage. If the
chittering. A creature that hears the sounds can tell they are target is a creature, it must succeed on a DC 15 Strength saving
imitations with a successful DC 10 Wisdom (Insight) check. throw or be knocked prone.

Actions Actions

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 1 piercing damage. Hit: 14 (2d8 + 5) bludgeoning damage.

Reef Shark Riding Horse

Medium beast, unaligned Large beast, unaligned

Armor Class 12 (natural armor) Armor Class 10
Hit Points 22 (4d8 + 4) Hit Points 13 (2d10 + 2)
Speed 0 ft., swim 40 ft. Speed 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 13 (+1) 1 (−5) 10 (+0) 4 (−3) 16 (+3) 10 (+0) 12 (+1) 2 (−4) 11 (+0) 7 (−2)

Skills Perception +2 Senses passive Perception 10
Senses blindsight 30 ft., passive Perception 12 Languages —
Languages — Challenge 1/4 (50 XP)
Challenge 1/2 (100 XP)
Actions
Pack Tactics. The shark has advantage on an attack roll against
a creature if at least one of the shark’s allies is within 5 feet of Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
the creature and the ally isn’t incapacitated. Hit: 8 (2d4 + 3) bludgeoning damage.

Water Breathing. The shark can breathe only underwater.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) piercing damage.

Reef sharks measure 6 to 10 feet long, and inhabit
shallow waters and coral reefs.

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Saber-Toothed Tiger Scorpion

Large beast, unaligned Tiny beast, unaligned

Armor Class 12 Armor Class 11 (natural armor)
Hit Points 52 (7d10 + 14) Hit Points 1 (1d4 − 1)
Speed 40 ft. Speed 10 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 3 (−4) 12 (+1) 8 (−1) 2 (−4) 11 (+0) 8 (−1) 1 (−5) 8 (−1) 2 (−4)

Skills Perception +3, Stealth +6 Senses blindsight 10 ft., passive Perception 9
Senses passive Perception 13 Languages —
Languages — Challenge 0 (10 XP)
Challenge 2 (450 XP)
Actions
Keen Smell. The tiger has advantage on Wisdom (Perception)
checks that rely on smell. Sting. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
Hit: 1 piercing damage, and the target must make a DC 9
Pounce. If the tiger moves at least 20 feet straight toward a Constitution saving throw, taking 4 (1d8) poison damage on a
creature and then hits it with a claw attack on the same turn, failed save, or half as much damage on a successful one.
that target must succeed on a DC 14 Strength saving throw or
be knocked prone. If the target is prone, the tiger can make one Sea Horse
bite attack against it as a bonus action.
Tiny beast, unaligned
Actions
Armor Class 11
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit Points 1 (1d4 − 1)
Hit: 10 (1d10 + 5) piercing damage. Speed 0 ft., swim 20 ft.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. STR DEX CON INT WIS CHA
Hit: 12 (2d6 + 5) slashing damage. 1 (−5) 12 (+1) 8 (−1) 1 (−5) 10 (+0) 2 (−4)

Satyr Senses passive Perception 10
Languages —
Medium fey, chaotic neutral Challenge 0 (0 XP)

Armor Class 14 (leather armor) Water Breathing. The sea horse can breathe only underwater.
Hit Points 31 (7d8)
Speed 40 ft. Skeleton

STR DEX CON INT WIS CHA Medium undead, lawful evil
12 (+1) 16 (+3) 11 (+0) 12 (+1) 10 (+0) 14 (+2)
Armor Class 13 (armor scraps)
Skills Perception +2, Performance +6, Stealth +5 Hit Points 13 (2d8 + 4)
Senses passive Perception 12 Speed 30 ft.
Languages Common, Elvish, Sylvan
Challenge 1/2 (100 XP) STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 6 (−2) 8 (−1) 5 (−3)
Magic Resistance. The satyr has advantage on saving throws
against spells and other magical effects. Damage Vulnerabilities bludgeoning
Damage Immunities poison
Actions Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 9
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Languages understands all languages it knew in life
Hit: 6 (2d4 + 1) bludgeoning damage.
but can’t speak
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one Challenge 1/4 (50 XP)
target. Hit: 6 (1d6 + 3) piercing damage.
Actions
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft.,
one target. Hit: 6 (1d6 + 3) piercing damage. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
Satyrs are raucous fey that resemble stout male humans
with the furry lower bodies and cloven hooves of goats. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft.,
They frolic in wild forests, driven by curiosity and one target. Hit: 5 (1d6 + 2) piercing damage.
hedonism in equal measure.

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Spectator Spider

Medium aberration, lawful neutral Tiny beast, unaligned

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

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (−1) 14 (+2) 14 (+2) 13 (+1) 14 (+2) 11 (+0) 2 (−4) 14 (+2) 8 (−1) 1 (−5) 10 (+0) 2 (−4)

Skills Perception +6 Skills Stealth +4
Condition Immunities prone Senses darkvision 30 ft., passive Perception 10
Senses darkvision 120 ft., passive Perception 16 Languages —
Languages Deep Speech, Undercommon, telepathy 120 ft. Challenge 0 (10 XP)
Challenge 3 (700 XP)
Spider Climb. The spider can climb difficult surfaces, including
Actions upside down on ceilings, without needing to make an
ability check.
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
Hit: 2 (1d6 − 1) piercing damage. Web Sense. While in contact with a web, the spider knows
the exact location of any other creature in contact with
Eye Rays. The spectator shoots up to two of the following the same web.
magical eye rays at one or two creatures it can see within 90
feet of it. It can use each ray only once on a turn. Web Walker. The spider ignores movement restrictions
caused by webbing.
1. Confusion Ray. The target must succeed on a DC 13
Wisdom saving throw, or it can’t take reactions until the end Actions
of its next turn. On its turn, the target can’t move, and it uses
its action to make a melee or ranged attack against a randomly Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
determined creature within range. If the target can’t attack, it Hit: 1 piercing damage, and the target must succeed on a DC 9
does nothing on its turn. Constitution saving throw or take 2 (1d4) poison damage.
2. Paralyzing Ray. The target must succeed on a DC 13
Constitution saving throw or be paralyzed for 1 minute. The Stirge
target can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. Tiny beast, unaligned
3. Fear Ray. The target must succeed on a DC 13 Wisdom
saving throw or be frightened for 1 minute. The target can Armor Class 14 (natural armor)
repeat the saving throw at the end of each of its turns, with Hit Points 2 (1d4)
disadvantage if the spectator is visible to the target, ending the Speed 10 ft., fly 40 ft.
effect on itself on a success.
4. Wounding Ray. The target must make a DC 13 Constitution STR DEX CON INT WIS CHA
 4
saving throw, taking 16 (3d10) necrotic damage on a failed (−3)1 6 (+3) 11 (+0) 2 (−4) 8 (−1) 6 (−2)
save, or half as much damage on a successful one.
Senses darkvision 60 ft., passive Perception 9
Create Food and Water. The spectator magically creates Languages —
enough food and water to sustain itself for 24 hours. Challenge 1/8 (25 XP)

Reactions Actions

Spell Reflection. If the spectator makes a successful saving Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one
throw against a spell, or a spell attack misses it, the spectator creature. Hit: 5 (1d4 + 3) piercing damage, and the stirge
can choose another creature (including the spellcaster) it can attaches to the target. While attached, the stirge doesn’t
see within 30 feet of it. The spell targets the chosen creature attack. Instead, at the start of each of the stirge’s turns, the
instead of the spectator. If the spell forced a saving throw, the target loses 5 (1d4 + 3) hit points due to blood loss.
chosen creature makes its own save. If the spell was an attack, The stirge can detach itself by spending 5 feet of its
the attack roll is rerolled against the chosen creature. movement. It does so after it drains 10 hit points of blood from
the target or the target dies. A creature, including the target,
A spectator is a lesser type of beholder—a foul and can use its action to detach the stirge.
deadly aberration. It resembles a floating sphere with
a gaping maw and a single great eye, set within four This horrid monster looks like a cross between a large
eyestalks that shoot forth deadly rays. bat and an oversized mosquito. Its legs end in sharp
pincers, and its long, needle-like proboscis slashes the
air as it seeks to feed on the blood of living creatures.

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Stone Golem Swarm of Bats

Large construct, unaligned Medium swarm of Tiny beasts, unaligned

Armor Class 17 (natural armor) Armor Class 12
Hit Points 178 (17d10 + 85) Hit Points 22 (5d8)
Speed 30 ft. Speed 0 ft., fly 30 ft.

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

Damage Immunities poison, psychic; bludgeoning, piercing, Damage Resistances bludgeoning, piercing, slashing
and slashing from nonmagical attacks that aren’t adamantine Condition Immunities charmed, frightened, grappled,

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, prone, restrained, stunned
paralyzed, petrified, poisoned Senses blindsight 60 ft., passive Perception 11
Languages —
Senses darkvision 120 ft., passive Perception 10 Challenge 1/4 (50 XP)
Languages understands the languages of its creator
Echolocation. The swarm can’t use its blindsight
but can’t speak while deafened.
Challenge 10 (5,900 XP)
Keen Hearing. The swarm has advantage on Wisdom
Immutable Form. The golem is immune to any spell or effect (Perception) checks that rely on hearing.
that would alter its form.
Swarm. The swarm can occupy another creature’s space and
Magic Resistance. The golem has advantage on saving throws vice versa, and the swarm can move through any opening large
against spells and other magical effects. enough for a Tiny bat. The swarm can’t regain hit points or
gain temporary hit points.
Magic Weapons. The golem’s weapon attacks are magical.
Actions
Actions
Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature
Multiattack. The golem makes two slam attacks. in the swarm’s space. Hit: 5 (2d4) piercing damage, or 2 (1d4)
piercing damage if the swarm has half of its hit points or fewer.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 19 (3d8 + 6) bludgeoning damage. Swarm of Insects

Slow (Recharge 5–6). The golem targets one or more creatures Medium swarm of Tiny beasts, unaligned
it can see within 10 feet of it. Each target must make a DC 17
Wisdom saving throw against this magic. On a failed save, a Armor Class 12 (natural armor)
target can’t use reactions, its speed is halved, and it can’t make Hit Points 22 (5d8)
more than one attack on its turn. In addition, the target can Speed 20 ft., climb 20 ft.
take either an action or a bonus action on its turn, not both.
These effects last for 1 minute. A target can repeat the saving STR DEX CON INT WIS CHA
throw at the end of each of its turns, ending the effect on itself 3 (−4) 13 (+1) 10 (+0) 1 (−5) 7 (−2) 1 (−5)
on a success.
Damage Resistances bludgeoning, piercing, slashing
Stone golems are magical constructs cut and chiseled Condition Immunities charmed, frightened, grappled,
from stone to appear as tall, impressive statues. Like
other golems, they are nearly impervious to spells and paralyzed, petrified, prone, restrained, stunned
ordinary weapons. Senses blindsight 10 ft., passive Perception 8
Languages —
Challenge 1/2 (100 XP)

Swarm. The swarm can occupy another creature’s space and
vice versa, and the swarm can move through any opening large
enough for a Tiny insect. The swarm can’t regain hit points or
gain temporary hit points.

Actions

Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in
the swarm’s space. Hit: 10 (4d4) piercing damage, or 5 (2d4)
piercing damage if the swarm has half of its hit points or fewer.

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Swarm of Poisonous Snakes Swarm of Rats

Medium swarm of Tiny beasts, unaligned Medium swarm of Tiny beasts, unaligned

Armor Class 14 Armor Class 10
Hit Points 36 (8d8) Hit Points 24 (7d8 − 7)
Speed 30 ft., swim 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (−1) 18 (+4) 11 (+0) 1 (−5) 10 (+0) 3 (−4) 9 (−1) 11 (+0) 9 (−1) 2 (−4) 10 (+0) 3 (−4)

Damage Resistances bludgeoning, piercing, slashing Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled, Condition Immunities charmed, frightened, grappled,

paralyzed, petrified, prone, restrained, stunned paralyzed, petrified, prone, restrained, stunned
Senses blindsight 10 ft., passive Perception 10 Senses darkvision 30 ft., passive Perception 10
Languages — Languages —
Challenge 2 (450 XP) Challenge 1/4 (50 XP)

Swarm. The swarm can occupy another creature’s space and Keen Smell. The swarm has advantage on Wisdom (Perception)
vice versa, and the swarm can move through any opening large checks that rely on smell.
enough for a Tiny snake. The swarm can’t regain hit points or
gain temporary hit points. Swarm. The swarm can occupy another creature’s space and
vice versa, and the swarm can move through any opening large
Actions enough for a Tiny rat. The swarm can’t regain hit points or gain
temporary hit points.
Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature
in the swarm’s space. Hit: 7 (2d6) piercing damage, or 3 (1d6) Actions
piercing damage if the swarm has half of its hit points or fewer.
The target must make a DC 10 Constitution saving throw, Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one target in
taking 14 (4d6) poison damage on a failed save, or half as the swarm’s space. Hit: 7 (2d6) piercing damage, or 3 (1d6)
much damage on a successful one. piercing damage if the swarm has half of its hit points or fewer.

Swarm of Quippers Swarm of Ravens

Medium swarm of Tiny beasts, unaligned Medium swarm of Tiny beasts, unaligned

Armor Class 13 Armor Class 12
Hit Points 28 (8d8 − 8) Hit Points 24 (7d8 − 7)
Speed 0 ft., swim 40 ft. Speed 10 ft., fly 50 ft.

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

Damage Resistances bludgeoning, piercing, slashing Skills Perception +5
Condition Immunities charmed, frightened, grappled, Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stunned
Senses darkvision 60 ft., passive Perception 8 paralyzed, petrified, prone, restrained, stunned
Languages — Senses passive Perception 15
Challenge 1 (200 XP) Languages —
Challenge 1/4 (50 XP)
Blood Frenzy. The swarm has advantage on melee attack rolls
against any creature that doesn’t have all its hit points. Swarm. The swarm can occupy another creature’s space and
vice versa, and the swarm can move through any opening large
Swarm. The swarm can occupy another creature’s space and enough for a Tiny raven. The swarm can’t regain hit points or
vice versa, and the swarm can move through any opening large gain temporary hit points.
enough for a Tiny quipper. The swarm can’t regain hit points or
gain temporary hit points. Actions

Water Breathing. The swarm can breathe only underwater. Beaks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target
in the swarm’s space. Hit: 7 (2d6) piercing damage, or 3 (1d6)
Actions piercing damage if the swarm has half of its hit points or fewer.

Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature
in the swarm’s space. Hit: 14 (4d6) piercing damage, or 7 (2d6)
piercing damage if the swarm has half of its hit points or fewer.

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Tiger Troll

Large beast, unaligned Large giant, chaotic evil

Armor Class 12 Armor Class 15 (natural armor)
Hit Points 37 (5d10 + 10) Hit Points 84 (8d10 + 40)
Speed 40 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 14 (+2) 3 (−4) 12 (+1) 8 (−1) 18 (+4) 13 (+1) 20 (+5) 7 (−2) 9 (−1) 7 (−2)

Skills Perception +3, Stealth +6 Skills Perception +2
Senses darkvision 60 ft., passive Perception 13 Senses darkvision 60 ft., passive Perception 12
Languages — Languages Giant
Challenge 1 (200 XP) Challenge 5 (1,800 XP)

Keen Smell. The tiger has advantage on Wisdom (Perception) Keen Smell. The troll has advantage on Wisdom (Perception)
checks that rely on smell. checks that rely on smell.

Pounce. If the tiger moves at least 20 feet straight toward a Regeneration. The troll regains 10 hit points at the start of its
creature and then hits it with a claw attack on the same turn, turn. If the troll takes acid or fire damage, this trait doesn’t
that target must succeed on a DC 13 Strength saving throw or function at the start of the troll’s next turn. The troll dies only if
be knocked prone. If the target is prone, the tiger can make one it starts its turn with 0 hit points and doesn’t regenerate.
bite attack against it as a bonus action.
Actions
Actions
Multiattack. The troll makes three attacks: one with its bite
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. and two with its claws.
Hit: 8 (1d10 + 3) piercing damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Hit: 7 (1d8 + 3) slashing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Triceratops Hit: 11 (2d6 + 4) slashing damage.

Huge beast, unaligned Fearsome green-skinned giants, trolls eat anything they
can catch and devour. Only acid and fire can arrest the
Armor Class 13 (natural armor) regenerative properties of a troll’s flesh.
Hit Points 95 (10d12 + 30)
Speed 50 ft. Twig Blight

STR DEX CON INT WIS CHA Small plant, neutral evil
22 (+6) 9 (−1) 17 (+3) 2 (−4) 11 (+0) 5 (−3)
Armor Class 13 (natural armor)
Senses passive Perception 10 Hit Points 4 (1d6 + 1)
Languages — Speed 20 ft.
Challenge 5 (1,800 XP)
STR DEX CON INT WIS CHA
Trampling Charge. If the triceratops moves at least 20 feet 6 (−2) 13 (+1) 12 (+1) 4 (−3) 8 (−1) 3 (−4)
straight toward a creature and then hits it with a gore attack on
the same turn, that target must succeed on a DC 13 Strength Skills Stealth +3
saving throw or be knocked prone. If the target is prone, Damage Vulnerabilities fire
the triceratops can make one stomp attack against it as a Condition Immunities blinded, deafened
bonus action. Senses blindsight 60 ft. (blind beyond this radius),

Actions passive Perception 9
Languages understands Common but can’t speak
Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Challenge 1/8 (25 XP)
Hit: 24 (4d8 + 6) piercing damage.
False Appearance. While the blight remains motionless, it is
Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone indistinguishable from a dead shrub.
creature. Hit: 22 (3d10 + 6) bludgeoning damage
Actions
One of the most aggressive of the herbivorous
dinosaurs, a triceratops possesses great horns and Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
formidable speed, which it uses to gore and trample Hit: 3 (1d4 + 1) piercing damage.
would-be predators to death.
A twig blight is an awakened plant that resembles a
woody shrub that can pull its roots free of the ground. 47
Its branches twist together to form a humanoid-looking
body with a head and limbs.

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