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Monsters

Elements Of A Stat Block

Name

This is what most people call this kind of creature. Some creatures have alternate names, regional names, or even specific titles, all of which are included in its lore.

Challenge Rating (CR)

A creature's challenge rating (CR) tells you how great a threat the creature is. An appropriately equipped and well - rested party of four adventurers should be able to defeat a creature with a CR equal to its level without suffering any deaths. For example, a party of four 3rd-level characters should find a creature with a CR of 3 to be a worthy challenge, but not a deadly one.

Creatures that are significantly weaker than 1st-level characters have a challenge rating lower than 1. Creatures with a challenge rating of 0 are insignificant except in large numbers. Some creatures present a greater challenge than even a typical 20th-level party can handle. These creatures have a CR of 21 or higher and are specifically designed to test player skill.

A creature's CR is used to determine several aspects of the creature, such as the experience points (XP) it provides when defeated and its proficiency bonus (PB).

Experience Points (XP)

The number of experience points a creature is worth is based on its CR, as detailed in the Experience Points by Challenging Rating table. Typically, XP is awarded for defeating a creature, although the GM may also award XP for creatively avoiding or neutralizing the threat posed by the creature.

Table: Experience Points By Challenge Rating

CR XP
0 10
1/8 25
1/4 50
1/2 100
1 200
2 450
3 700
4 1,100
5 1,800
6 2,300
7 2,900
8 3,900
9 5,000
10 5,900
11 7,200
12 8,400
13 10,000
14 11,500
15 13,000
16 15,000
17 18,000
18 20,000
19 22,000
20 25,000
21 33,000
22 41,000
23 50,000
24 62,000
25 75,000
26 90,000
27 105,000
28 120,000
29 135,000
30 155,000

Proficiency Bonus (PB)

Like PCs, creatures have a proficiency bonus (PB) based on their CR, as detailed in the Proficiency Bonus by Challenging Rating table. The PB is used to calculate many of the statistics within a creature's stat block, but the PB doesn't actually appear in the stat block.

All statistics derived from a creature's PB have the PB already included in the stat block. You don't need to add the PB to any number in a creature's stat block. You might need a creature's PB for other things, however, such as when a creature casts a spell that requires an attack roll.

Table: Proficiency Bonus By Challenge Rating

CR PB
00–04 +2
05–08 +3
09–12 +4
13–16 +5
17–20 +6
21–24 +7
25–28 +8
29+ +9

Size

This is the relative size of the creature. A creature can be Tiny, Small, Medium, Large, Huge, or Gargantuan. The Size Categories table shows how much space a creature of a particular size occupies on a battle map or grid.

Table: Size Categories

SIZE SPACE EXAMPLES
Tiny 2.5 x 2.5 ft. Imp, sprite
Small 5 x 5 ft. Giant rat, goblin
Medium 5 x 5 ft. Orc, werewolf
Large 10 x 10 ft. Hippogriff, ogre
Huge 15 x 15 ft. Fire giant, treant
Gargantuan 20 x 20 ft. or larger Kraken, purple worm

Type

A creature's type speaks to its fundamental nature. Certain spells, magic items, class features, and other effects interact in special ways with creatures of a particular type. For example, an arrow of dragon slaying deals extra damage to creatures of the Dragon type, such as red dragons, dragon turtles, and wyverns. Here is an overview of each of the creature types.

Categories

Some creatures fall into categories that are a bit more specific than their creature types but not as game rule - related as tags (though some categories are the same as some tags, such as demon or golem). This categorization denotes the creatures are more closely related to each other than they are to other creatures of their same creature type, but there aren't many game rules that reference or rely on that category. However, categories can be helpful when determining which creatures are similar to each other, might be found together, or might work alongside each other. For example, bugbears, goblins, and hobgoblins are all part of the goblin family, regularly work together, and often inhabit the same areas. As such, they are listed as "Goblin, Creature Name" in this book.

Tags

Creatures may have various tags that further specify their creature type. If a creature has a tag, it is listed in the creature's stat block in parentheses after size and type. Tags indicate creatures that can be targeted by specific spells, magic items, and other features available to PCs. For example, the moonbeam spell has special effects against creatures with the Shapechanger tag.

If a creature has a subtag, the creature is subject to effects related to both its tag and its subtag, though only the subtag is listed in its stat block. For example, a werewolf is both a Lycanthrope and a Shapechanger - though only Lycanthrope is listed in its stat block - and it is affected by spells, magic items, and other features that affect Shapechangers or Lycanthropes. The following are the most commonly used tags and their associated subtags:

Animal. A creature not of the Beast type but that shares enough characteristics with Beasts that it can be affected by spells, features, or other abilities that specifically target Beasts, such as the speak with animals spell.

Golem. A specific type of Construct that is almost always humanoid in shape, is typically crafted wholly out of a specific material, and has some magical connection to its creator. This connection might be that the golem was made from the remains of the creator's loved one, made with some of the creator's blood, made from an object with great sentimental significance to the creator, or made with some other object or material personal to the creator.

Outsider. A creature from another plane or realm not bound by laws of material or measurable reality. When an outsider is slain, its physical remains, other than any equipment it is wearing or carrying, disappear after 1 hour, and revives on its home plane. An outsider can be permanently destroyed only if it is slain on its home plane, or if a wish spell is cast after it is slain on the Material Plane. There are a wide range of Outsiders from a variety of planes and realms. Some of the most common Outsiders are Angels, Demons, and Devils, which are defined as the following:

Shapechanger. A creature capable of changing form, such as a werewolf, doppelganger, or vampire. This tag applies only to creatures with the natural ability to change their shape. It doesn't apply to creatures that use magic- whether or not that magic is innate to the creature - to change their shape, such as gold dragons.

Armor Class (AC)

Armor class (AC) represents the creature's defenses. The higher the number, the more difficult the creature is to hit in combat. The kind of armor a creature uses (if any) or any special defenses a creature has (if any) are placed in parentheses after the AC value to help you alter the creature's AC if the armor is removed or the special defense is negated.

The AC included in each stat block has been calculated using the following formula. Keep in mind that AC is calculated before proficiency bonus (PB) is added to the Ability Modifiers:

AC = 10 + DEX modifier + any additional bonuses (from equipment, natural armor, or special traits)

Hit Points (HP)

Hit points (HP) represent the health and vitality of the creature. The higher the number, the harder it is to kill or knock out the creature. Unlike PCs, creatures typically die or are destroyed when reduced to 0 HP.

Speed

A creature's speed defines how far it can move during a single round of combat. If the creature has multiple ways to move (such as swimming or flying), those are also listed in this section.

All creatures have a walking speed, simply called speed.

Creatures with no ground - based movement have a walking speed of 0 feet. Some creatures have one or more of the following additional ways to move.

Burrow

A creature with a burrowing speed can move through sand, earth, mud, or ice. A creature can't burrow through solid rock unless it has a trait that allows it to do so. A creature can't drag a grappled creature along with it while burrowing, unless it has the ability to leave a tunnel when it burrows.

Climb

A creature with a climbing speed can move on vertical surfaces with no check required. The creature doesn't need to spend extra movement to climb.

Fly

A creature with a flying speed can move by flying. Some creatures can hover, which makes them hard to knock out of the air. Such a creature stops hovering when it dies. If a creature can hover, the word "hover" appears in parentheses after its flying speed.

Swim

A creature with a swimming speed can move easily through liquid and doesn't need to spend extra movement to swim.

Using Different Speeds

If a creature has more than one speed, such as a walking and flying speed, it can switch back and forth between its speeds during its move. Whenever the creature switches, subtract the distance the creature has already moved from the new speed. The result determines how much farther the creature can move. If the result is 0 or less, the creature can't use the new speed during the current move.

For example, if a creature has a speed of 30 and a flying speed of 60, the creature could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more.

Perception

The Perception Value shows how observant the creature is, regardless of whether it's actively observing its surroundings. This Perception Value is calculated using a creature's Wisdom (WIS).

A PC attempting to hide from, sneak around, or stage a surprise attack against a creature must make a DEX (Stealth) check. If the result is equal to or higher than the creature's Perception Value, the PC succeeds and remains undetected. If it is lower, the PC fails, and the creature detects the character. For example, a goblin has a Perception Value of 9. A PC's DEX (Stealth) check result must be a 9 or better for the PC to successfully sneak past the goblin.

The Perception Value included in each stat block has been calculated using the following formula. Some creatures are naturally perceptive, which allows them to add their PB or even double their PB when calculating their Perception Value. In such cases, the Perception Value in the stat block already includes that bonus.

Perception Value = 10 + WIS modifier

Stealth

The Stealth Value shows how readily a creature evades notice - either to sneak around or stage a surprise attack.

Stealth is calculated using a creature's Dexterity (DEX).

A PC searching for unseen foes must make a WIS

(Perception) check. If the result is equal to or higher than the creature's Stealth score, the PC succeeds and detects signs of the creature. If it is lower, the PC fails, and the creature remains undetected. For example, a goblin has a Stealth Value of 14. A PC's WIS (Perception) check result must be a 14 or better to detect the goblin when it is trying to hide from the PC.

The Stealth Value included in each stat block has been calculated using the following formula. Some creatures are naturally stealthy, which allows them to add their PB or even double their PB when calculating their Stealth Value. In such cases, the Stealth Value in the stat block already includes that bonus.

Stealth Value = 10 + DEX modifier

Hiding. When a monster takes the Hide action, it doesn't roll a DEX (Stealth) check. Instead, it uses the Stealth Value in its stat block.

Vulnerable, Resistant, and Immune

Some creatures are vulnerable, resistant, or immune to certain kinds of damage or conditions. Particular creatures are even vulnerable, resistant, or immune to damage from nonmagical attacks. A magical attack is an attack delivered by a spell, a magic item, or another magical source.

Multiple Protective Sources. Multiple instances of a creature being resistant or vulnerable to a type of damage count as only one instance. For example, if a creature has resistance to fire damage, such as a from its natural capabilities or the protection from energy spell, as well as resistance to nonmagical damage, such as from the gaseous form spell, the damage of a nonmagical fire is reduced by half against the creature, not reduced by three - quarters.

Conditions and Damage. Each creature has only one line for each of the following categories. This means that a creature resistant to cold damage and the grappled condition lists both cold and grappled in the Resistant line. In many cases, a creature being vulnerable, resistant, or immune to a condition or type of damage is due to its creature type, which is noted as the associated trait's name in the appropriate category line and detailed in the traits section of the stat block. For example, the ettercap's Monstrosity Resilience trait makes it resistant to exhaustion and the frightened condition. The ettercap's Resistant line, therefore, lists Monstrosity Resilience.

Vulnerable

If a creature is vulnerable to a type of damage and it takes damage of that type, the damage is doubled against the creature. For example, a creature vulnerable to fire damage takes double damage from a fireball spell or flaming oil.

A creature that is vulnerable to a condition has disadvantage on checks and saves made to avoid becoming affected by that condition or to end it.

Resistant

If a creature is resistant to a type of damage and it takes damage of that type, the damage is halved (rounded down) against the creature.

A creature that is resistant to a condition has advantage on checks and saves made to avoid becoming affected by that condition or to end it.

Immune

If a creature is immune to a type of damage, it doesn't take damage of that type or lose hit points when subjected to that type of damage. If a spell, class feature, or other effect deals damage of a type to which a creature is immune and has an extra effect, such as causing the charmed or frightened condition, the creature doesn't take that damage, but it might still be subjected to that extra effect. For example, a creature immune to slashing damage would be immune to the slashing damage of a ghoul's Claws, but it might still become paralyzed if it fails the Claws' CON save.

A creature that is immune to a condition automatically succeeds on checks and saves to avoid the condition and otherwise can't be affected by that condition.

Senses

Creatures primarily perceive the world by sight. This is called vision. Creatures usually have secondary senses of hearing, smell, and touch that also allow them to interact with the environment, but vision is considered the "standard" primary sense.

If a creature has no unusual sensory capacity, the Senses section is marked with "-" and denotes a creature can see as an average human.

If a creature has one of the following specialized senses that allows it to perceive in some way other than "standard" vision, it is noted in the Senses line, followed by a radius in feet that defines the sense's maximum range.

Senses and Targeting. When a creature targets another with an attack, effect, or other feature, the creature must be able to see or sense the target with at least one of its listed senses, and the target can't be behind total cover, unless that attack, effect, or feature states otherwise.

Darkvision

A creature with darkvision can see in nonmagical darkness.

The creature can see in dim light within the radius as if it were bright light and can see in darkness as if it were dim light. A creature can't discern color in darkness, only shades of gray. Many nocturnal creatures and creatures that live underground have this special sense.

Keensense

A creature with keensense can precisely perceive its surroundings using some other sense than vision. Creatures without vision, such as morlocks and gelatinous cubes, typically have this special sense, as do creatures with echolocation or other extraordinary sense, such as bats and true dragons.

If a creature has no other form of sensing, it has a parenthetical note to this effect, indicating that the radius of its keensense defines the maximum range of its perception.

Tremorsense

A creature with tremorsense can detect and pinpoint the source of vibrations if it and the source are in contact with the same ground or similar solid substance. Tremorsense can't be used to detect flying creatures or creatures with the Incorporeal Movement trait. A creature with tremorsense is considered to have line of sight to any creature in contact with the same ground as it, although obstacles between the creature and its target can still provide the target with cover. Many burrowing creatures, such as ankhegs and purple worms, have this special sense.

Truesight

A creature with truesight can see clearly in normal and magical darkness, see invisible creatures and objects, automatically detect and succeed on saves against visual illusions, and perceive the original form of a shapechanger or creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane within range. Powerful or exceptionally magical creatures, such as balors and solars, have this special sense.

Languages

The languages that a creature can speak are listed in alphabetical order. If a creature can understand a language but can't speak it, that is noted on this line. A "-" indicates that a creature neither speaks nor understands any language. Most languages are specific to a particular heritage or culture; a few are based on faith, commerce, or traveler's tongues.

Telepathy

Telepathy is a magical ability that allows a creature to mentally communicate with another creature within a specified range. A telepathic creature can start or end a telepathic conversation at will, without using an action, like talking. A telepathic creature doesn't need to see a contacted creature to communicate, it only needs to be in range.

A telepathic creature can communicate with a creature that doesn't have telepathy. The contacted creature doesn't need to share a language with the telepathic creature to communicate, but it must understand at least one language. The contacted creature can receive and respond to telepathic messages, but it can't start or end telepathic communication.

Contact breaks if two creatures are no longer within range of each other or if the telepathic creature contacts a different creature. While a telepathic creature is incapacitated, it can't start telepathy, and any contact ends.

A creature in an antimagic field or in any location where magic doesn't function can't send or receive telepathic messages.

Ability Modifiers

Every creature has six ability modifiers: Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), and Charisma (CHA). These modifiers are used to determine pre - calculated elements of a stat block, such as attack and damage. More importantly, the GM uses them whenever a creature must make:

If a creature is particularly good at checks and saves involving a certain ability, the creature's proficiency bonus (PB) has already been added into the ability modifiers presented in the stat block. You don't need to add PB to any number in a stat block - it is already included.

Traits

Traits are a creature's special characteristics that are likely to be relevant in combat. These are often passive features the creature has, such as the ability to breathe underwater or increased Stealth in particular types of terrain. In a stat block, traits appear after a creature's ability modifiers but before any actions.

Is It Magical or Not? Creatures have a variety of magical and nonmagical traits and other features. If a trait or feature is described as working like a spell, then it is considered magical and doesn't function inside an area where magic doesn't function, such as the area of the antimagic field spell. If a trait or feature doesn't name a spell or if that trait or feature's text states it isn't magical, then it can function normally regardless of if magic functions in an area. For example, the storm giant's Influence Weather trait and the lich's Levitate bonus action are both described as working like specific spells and are therefore magical.

Actions

When a creature takes its action, it can choose from the options in the Actions section of its stat block or use one of the actions available to all creatures, such as the Dash or Hide action.

Melee And Ranged Attacks

The most common actions that a creature takes in combat are melee and ranged attacks. These can be spell attacks or weapon attacks, where the "weapon" might be a manufactured item or a natural weapon, such as a claw or tail spike.

Creature vs. Target. The target of a melee or ranged attack is usually either one creature or one target. The difference is that a "target" can be a creature, object, or structure.

This designator on an attack reflects the creature's natural inclination, but it doesn't mean a tyrannosaurus rex can't or won't bite at a door to get to a creature it can smell on the other side. This designator helps reflect that a creature like a tyrannosaurus rex isn't likely to strategically attack pillars of a building to make the building collapse on its prey or to otherwise attack an object or structure in a way that isn't directly related to reaching its prey.

Hit. Any damage dealt and other effects that occur when an attack hits a target are described after the "Hit:" notation.

Ammunition. A creature carries enough ammunition to make its ranged attacks. A creature generally has 2d4 pieces of ammunition for a thrown weapon attack, and 2d10 pieces of ammunition for a projectile weapon, such as a bow or crossbow.

Spell Attacks and Antimagic. A creature in an antimagic field or in any location where magic doesn't function can't cast spells or make spell attacks. Similarly, targets in an antimagic field are immune to the damage and effects of spell attacks and spells from outside of the field.

Multiattack

A creature that can make multiple attacks on its turn has the Multiattack action. A creature can't use Multiattack when making an opportunity attack, which must be a single melee attack.

Spellcasting

A creature with the Spellcasting action can cast spells through innate magical talent. Unless noted otherwise, a spell of 1st circle or higher is always cast at its lowest possible circle and can't be cast at a higher circle. If a creature has a cantrip where its spellcaster level matters and no level is given, use the creature's challenge rating.

A creature doesn't adhere to the tenets, restrictions, or requirements of specific spellcasting classes, sources of magic, or similar spellcasting structures found among player characters, as a creature's spellcasting is unique to the creature. A creature's spells can't be swapped out with other spells.

Spell Save DCs And Spells With Attacks

The Spellcasting action always lists the creature's spellcasting ability and the spell save DC for its spells. When a spell listed in this action requires an attack roll, use the creature's spellcasting ability modifier + the creature's PB to determine the creature's total attack bonus.

Spell Components

The Spellcasting action always notes if the creature doesn't need to use a particular type of spell component, such as material components. If no exception is listed in the creature's Spellcasting action, the creature must provide all necessary components to cast the spell. For the purposes of casting a spell, a creature needs free use of at least one limb to produce gestures for somatic components rather than specifically free use of one hand.

Bonus Actions

If a creature can do something special with its bonus action, that information is contained here. If a creature has no special bonus action, this section is absent.

Reactions

If a creature can do something special with its reaction, that information is contained here. If a creature has no special reaction, this section is absent.

Limited Usage

Some traits or actions have restrictions on the number of times they can be used. Common examples:

X/Day. This means a special ability can be used a limited number of times in a day, where "X" is a number (often 1 or 3). The creature must finish a long rest to regain expended uses. For example, "1/Day" means a special ability can be used once and then the creature must finish a long rest to use it again.

Recharge X–Y. This means a creature can use a special ability once. Afterward, the ability has a random chance of recharging during each round of combat. "X" and "Y" are values on a d6 (often 5 and 6). At the start of each of the creature's turns, roll a d6. If the result is in the range of numbers in the recharge notation, the creature regains the use of the special ability. The ability also recharges when the creature finishes a short or long rest. For example, "Recharge 5–6" means a creature can use the special ability once. Then, at the start of the creature's turn, it regains the use of that ability if it rolls a 5 or 6 on a d6.

Recharge after a Short or Long Rest. This means that a creature can use a special ability once and then must finish a short or long rest to use it again.

Situational. This covers a lot of territory where an ability can be used only after a certain requirement is met. This information always appears in parentheses. For example, Vicious Bound (44 HP or Fewer) means a creature can't use the Vicious Bound action unless it has 44 hit points (HP) or fewer remaining.

Equipment

A stat block rarely refers to equipment, other than a creature's armor or weapons. A creature that customarily wears clothes, such as a Humanoid, is assumed to be dressed appropriately.

If a spellcasting creature needs material components to cast its spells, assume that it has what it needs to cast the spells in its stat block.

Legendary Creatures

A legendary creature can do things that ordinary creatures can't. It can take special actions outside its turn, and it might exert magical influence for miles around. If a creature assumes the form of a legendary creature, such as through a spell, it doesn't gain that form's legendary actions, lair actions, or regional effects.

Legendary Actions

A legendary creature can take a certain number of special actions - called legendary actions - outside its 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 of its turn. It doesn't have to use 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.

Lairs

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. Such a section applies only to a legendary creature that spends a great deal of time in its lair.

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.

Monsters A to Z

Aboleth (CR 10)

Large Aberration

STR DEX CON INT WIS CHA
+5 -1 +6 +8 +6 +4

The successes and failures don't need to be consecutive, but once a creature has acquired three of a kind, it no longer has to make this save, resulting in either the creature becoming a thrall of the aboleth or an autonomous - though infected - creature. Slime pox can be cured only by the heal spell or similar magic.

Actions

Legendary Actions

The aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aboleth regains spent legendary actions at the start of its turn.

Angels

Deva (CR 10)

Medium Celestial (Angel)

STR DEX CON INT WIS CHA
+4 +4 +4 +3 +9 +9
Actions
Bonus Actions

Planetar (CR 16)

Large Celestial (Angel)

STR DEX CON INT WIS CHA
+7 +5 +12 +4 +11 +11
Actions

Solar (CR 21)

Large Celestial (Angel)

STR DEX CON INT WIS CHA
+8 +6 +8 +14 +14 +17
Actions
Bonus Actions
Legendary Actions

The solar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The solar regains spent legendary actions at the start of its turn.

Animated Objects

Animated Armor (CR 1)

Medium Construct

STR DEX CON INT WIS CHA
+4 +0 +1 -5 -2 -5
Actions
Bonus Actions

Flying Sword (CR 1/4)

Small Construct

STR DEX CON INT WIS CHA
+1 +3 +0 -5 -3 -5
Actions
Bonus Actions

Rug of Smothering (CR 2)

Large Construct

STR DEX CON INT WIS CHA
+3 +2 +0 -5 -4 -5
Actions
Bonus Actions

Ankheg (CR 2)

Large Monstrosity (Animal)

STR DEX CON INT WIS CHA
+5 +0 +1 -5 +1 -2

Actions

Bonus Actions

Azer (CR 2)

Medium Elemental

STR DEX CON INT WIS CHA
+3 +1 +4 +1 +1 +0

Actions

Bonus Actions

Balara (CR 6)

Large Undead

STR DEX CON INT WIS CHA
+3 +2 +2 -2 +2 -1

Actions

Reactions

Basilisk (CR 3)

Medium Monstrosity

STR DEX CON INT WIS CHA
+3 -1 +2 -4 -1 -2

Actions

Behir (CR 11)

Huge Monstrosity

STR DEX CON INT WIS CHA
+10 +3 +4 -2 +6 +1

Actions

Black Pudding (CR 4)

Large Ooze

STR DEX CON INT WIS CHA
+5 -3 +3 -5 -2 -5

Actions

Bonus Actions

Reactions

Blink Dog (CR 1/4)

Medium Fey

STR DEX CON INT WIS CHA
+1 +3 +1 +0 +1 +0

Actions

Bulette (CR 5)

Large Monstrosity

STR DEX CON INT WIS CHA
+7 +0 +5 -4 +0 -3

Actions

Bonus Actions

Centaur (CR 2)

Large Monstrosity

STR DEX CON INT WIS CHA
+4 +2 +2 -1 +3 +0

Actions

Reactions

Chimera (CR 6)

Large Monstrosity

STR DEX CON INT WIS CHA
+4 +0 +4 -3 +5 +0

If the lion or goat head succumbs, the chimera has disadvantage on the next Bite or Headbutt attack it makes before the end of its next turn. If the dragon head succumbs, creatures caught in the chimera's next Fire Breath have advantage on the save, provided the chimera uses the breath within the next 1 minute. Once a head has succumbed to a desire, that head can't succumb again for the next 24 hours.

Actions

Chuul (CR 4)

Large Aberration

STR DEX CON INT WIS CHA
+4 +0 +3 -3 +2 -3

Actions

Bonus Actions

Cloaker (CR 8)

Large Aberration

STR DEX CON INT WIS CHA
+4 +5 +1 +1 +1 +2

Actions

Bonus Actions

Cockatrice (CR 1/2)

Small Monstrosity

STR DEX CON INT WIS CHA
-2 +1 +1 -4 +1 -3

Actions

Reactions

Couatl (CR 4)

Medium Celestial

STR DEX CON INT WIS CHA
+3 +5 +3 +4 +7 +6

Actions

Bonus Actions

Reactions

Crimson Jelly (CR 1/2)

Tiny Ooze

STR DEX CON INT WIS CHA
-4 +4 +0 -5 +0 -1

Actions

While attached, the crimson jelly can use only the Feeding Paddles action, and it moves with the target whenever the target moves, requiring none of the jelly's movement. The Crimson jelly can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the jelly by succeeding on a DC 12 STR check.

Bonus Actions

Darkmantle (CR 1/2)

Small Monstrosity

STR DEX CON INT WIS CHA
+3 +1 +1 -4 +0 -3

Actions

The attached darkmantle moves with the target whenever the target moves, requiring none of the darkmantle's movement. It can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can take its action to detach the darkmantle by succeeding on a DC 13 STR check.

Bonus Actions

Death Dog (CR 1)

Medium Monstrosity (Animal)

STR DEX CON INT WIS CHA
+2 +2 +2 -4 +1 -2

Actions

Bonus Actions

Death Knight (CR 8)

Medium Undead

STR DEX CON INT WIS CHA
+4 +0 +3 +1 +5 +4

Actions

Bonus Actions

Reactions

The creature can't be restored to life until the death knight is permanently destroyed.

Demons

Balor (CR 19)

Huge Fiend (Demon)

STR DEX CON INT WIS CHA
+14 +2 +12 +5 +9 +12
Actions
Bonus Actions

Dretch (CR 1/4)

Small Fiend (Demon)

STR DEX CON INT WIS CHA
+2 +0 +1 -3 -1 -4
Actions
Bonus Actions

Glabrezu (CR 9)

Large Fiend (Demon)

STR DEX CON INT WIS CHA
+9 +2 +9 +4 +7 +7
Actions
Bonus Actions

Golmana (CR 7)

Medium Fiend (Demon)

STR DEX CON INT WIS CHA
+4 +3 +2 -1 +1 +2
Actions
Bonus Actions

Hezrou (CR 8)

Large Fiend (Demon)

STR DEX CON INT WIS CHA
+7 +3 +8 -3 +4 +1
Actions
Bonus Actions

Husk Demon (CR 4)

Medium Fiend (Demon)

STR DEX CON INT WIS CHA
+1 +5 +3 -2 -1 -3
Actions
Bonus Actions

Marilith (CR 16)

Large Fiend (Demon)

STR DEX CON INT WIS CHA
+9 +5 +10 +4 +8 +10
Actions
Bonus Actions
Reactions

Mire Fiend (CR 5)

Medium Fiend (Demon)

STR DEX CON INT WIS CHA
+2 +6 +4 -3 +2 -2
Actions

Each creature in that area must make a DC 14 CON save. On a failure, a creature takes 21 (6d6) thunder damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn't stunned.

Reactions

Nalfeshnee (CR 13)

Large Fiend (Demon)

STR DEX CON INT WIS CHA
+5 +0 +11 +8 +6 +7
Actions
Bonus Actions
Reactions

Quasit (CR 1)

Tiny Fiend (Demon)

STR DEX CON INT WIS CHA
-3 +5 +0 -2 +0 +0
Actions
Bonus Actions

Any equipment it is wearing or carrying transforms with it. It reverts to its true form if it dies.

Unska (CR 5)

Medium Fiend (Demon)

STR DEX CON INT WIS CHA
+3 +2 +2 -1 +0 +2
Actions
Bonus Actions

Vrock (CR 6)

Large Fiend (Demon)

STR DEX CON INT WIS CHA
+3 +5 +4 -1 +6 +2
Actions
Bonus Actions

Devils

Barbed Devil (CR 5)

Medium Fiend (Devil)

STR DEX CON INT WIS CHA
+6 +3 +7 +1 +5 +5
Actions

Bearded Devil (CR 3)

Medium Fiend (Devil)

STR DEX CON INT WIS CHA
+5 +2 +4 -1 +2 +0
Actions
Bonus Actions

Bone Devil (CR 9)

Large Fiend (Devil)

STR DEX CON INT WIS CHA
+4 +3 +4 +5 +6 +7
Actions
Bonus Actions

Chain Devil (CR 8)

Medium Fiend (Devil)

STR DEX CON INT WIS CHA
+4 +2 +7 +0 +4 +5
Actions
Bonus Actions
Reactions

Erinyes (CR 12)

Medium Fiend (Devil)

STR DEX CON INT WIS CHA
+4 +7 +8 +2 +6 +8
Actions
Reactions

Horned Devil (CR 11)

Large Fiend (Devil)

STR DEX CON INT WIS CHA
+10 +7 +5 +1 +7 +7
Actions
Bonus Actions

Ice Devil (CR 14)

Large Fiend (Devil)

STR DEX CON INT WIS CHA
+5 +7 +9 +4 +7 +9
Actions
Bonus Actions

The wall lasts 1 minute, until the devil creates a new wall, or until the devil dies. Each 10 - foot section of the wall has AC 5, 30 HP, is vulnerable to fire damage, and is immune to acid, cold, necrotic, poison, and psychic damage.

Reactions

Imp (CR 1)

Tiny Fiend (Devil)

STR DEX CON INT WIS CHA
-2 +3 +1 +0 +1 +4
Actions
Bonus Actions

Lemure (CR 1/4)

Medium Fiend (Devil)

STR DEX CON INT WIS CHA
+2 -2 +1 -3 +0 -4
Actions
Bonus Actions

Pit Fiend (CR 20)

Large Fiend (Devil)

STR DEX CON INT WIS CHA
+8 +8 +13 +6 +10 +7
Actions

Dinosaurs

Plesiosaurus (CR 2)

Large Beast

STR DEX CON INT WIS CHA
+4 +2 +3 -4 +1 -3
Actions
Bonus Actions

Triceratops (CR 5)

Huge Beast

STR DEX CON INT WIS CHA
+6 -1 +3 -4 +0 -3
Actions
Bonus Actions

Tyrannosaurus Rex (CR 8)

Huge Beast

STR DEX CON INT WIS CHA
+8 +0 +4 -4 +1 -1
Actions
Bonus Actions

Velociraptor (CR 1/2)

Small Beast

STR DEX CON INT WIS CHA
-2 +4 +1 -3 +1 -2
Actions

Doppelganger (CR 3)

Medium Monstrosity (Shapechanger)

STR DEX CON INT WIS CHA
+0 +4 +2 +0 +3 +4

Actions

Bonus Actions

Dragons

Dragon Turtle (CR 17)

Gargantuan Dragon

STR DEX CON INT WIS CHA
+7 +6 +11 +0 +7 +1
Actions
Reactions

Black Dragon Wyrmling (CR 2)

Medium Dragon

STR DEX CON INT WIS CHA
+3 +4 +3 +0 +2 +3
Actions

Young Black Dragon (CR 7)

Large Dragon

STR DEX CON INT WIS CHA
+5 +5 +6 +1 +4 +5
Actions

Adult Black Dragon (CR 14)

Huge Dragon

STR DEX CON INT WIS CHA
+7 +7 +10 +2 +7 +8
Actions
Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used 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.

Ancient Black Dragon (CR 20)

Gargantuan Dragon

STR DEX CON INT WIS CHA
+9 +8 +13 +3 +9 +10
Actions
Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used 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.

Blue Dragon Wyrmling (CR 3)

Medium Dragon

STR DEX CON INT WIS CHA
+3 +2 +4 +1 +2 +4
Actions

Young Blue Dragon (CR 9)

Large Dragon

STR DEX CON INT WIS CHA
+5 +4 +8 +2 +5 +7
Actions

Adult Blue Dragon (CR 16)

Huge Dragon

STR DEX CON INT WIS CHA
+7 +5 +11 +3 +7 +9
Actions
Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used 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.

Ancient Blue Dragon (CR 20)

Gargantuan Dragon

STR DEX CON INT WIS CHA
+9 +6 +14 +4 +9 +11
Actions
Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used 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.

Brass Dragon Wyrmling (CR 1)

Medium Dragon

STR DEX CON INT WIS CHA
+2 +2 +3 +0 +2 +3
Actions

Young Brass Dragon (CR 6)

Large Dragon

STR DEX CON INT WIS CHA
+4 +3 +6 +1 +3 +5
Actions
Bonus Actions

Adult Brass Dragon (CR 13)

Huge Dragon

STR DEX CON INT WIS CHA
+6 +5 +10 +2 +6 +8
Actions
Bonus Actions
Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used 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.

Ancient Brass Dragon (CR 17)

Gargantuan Dragon

STR DEX CON INT WIS CHA
+8 +6 +13 +3 +8 +10
Actions
Bonus Actions
Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used 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.

Bronze Dragon Wyrmling (CR 2)

Medium Dragon

STR DEX CON INT WIS CHA
+3 +2 +4 +1 +2 +4
Actions

Young Bronze Dragon (CR 8)

Large Dragon

STR DEX CON INT WIS CHA
+5 +3 +7 +2 +4 +6
Actions
Bonus Actions

Adult Bronze Dragon (CR 15)

Huge Dragon

STR DEX CON INT WIS CHA
+7 +5 +11 +3 +7 +9
Actions
Bonus Actions
Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used 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.

Ancient Bronze Dragon (CR 19)

Gargantuan Dragon

STR DEX CON INT WIS CHA
+9 +6 +14 +4 +9 +11
Actions
Bonus Actions
Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used 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.

Copper Dragon Wyrmling (CR 1)

Medium Dragon

STR DEX CON INT WIS CHA
+2 +3 +3 +2 +2 +3
Actions

Young Copper Dragon (CR 7)

Large Dragon

STR DEX CON INT WIS CHA
+4 +4 +6 +3 +4 +5
Actions
Bonus Actions

Adult Copper Dragon (CR 14)

Huge Dragon

STR DEX CON INT WIS CHA
+6 +6 +10 +4 +7 +8
Actions
Bonus Actions
Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used 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.

Ancient Copper Dragon (CR 18)

Gargantuan Dragon

STR DEX CON INT WIS CHA
+8 +6 +13 +5 +9 +10
Actions
Bonus Actions
Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used 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.

Gold Dragon Wyrmling (CR 3)

Medium Dragon

STR DEX CON INT WIS CHA
+4 +4 +5 +2 +5 +4
Actions

Young Gold Dragon (CR 10)

Large Dragon

STR DEX CON INT WIS CHA
+6 +6 +9 +3 +8 +7
Actions
Bonus Actions

Adult Gold Dragon (CR 17)

Huge Dragon

STR DEX CON INT WIS CHA
+8 +8 +13 +4 +11 +10
Actions
Bonus Actions
Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used 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.

Ancient Gold Dragon (CR 21)

Gargantuan Dragon

STR DEX CON INT WIS CHA
+10 +9 +16 +5 +13 +12
Actions
Bonus Actions
Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used 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.

Green Dragon Wyrmling (CR 2)

Medium Dragon

STR DEX CON INT WIS CHA
+2 +3 +3 +4 +2 +3
Actions

Young Green Dragon (CR 8)

Large Dragon

STR DEX CON INT WIS CHA
+4 +4 +6 +5 +4 +5
Actions

Adult Green Dragon (CR 15)

Huge Dragon

STR DEX CON INT WIS CHA
+6 +6 +10 +6 +7 +8
Actions
Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used 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.

Ancient Green Dragon (CR 19)

Gargantuan Dragon

STR DEX CON INT WIS CHA
+8 +7 +13 +7 +9 +10
Actions
Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used 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.

Red Dragon Wyrmling (CR 3)

Medium Dragon

STR DEX CON INT WIS CHA
+4 +2 +5 +1 +2 +4
Actions

Young Red Dragon (CR 10)

Large Dragon

STR DEX CON INT WIS CHA
+6 +4 +9 +2 +4 +8
Actions

Adult Red Dragon (CR 17)

Huge Dragon

STR DEX CON INT WIS CHA
+8 +6 +13 +3 +7 +11
Actions
Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used 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.

Ancient Red Dragon (CR 21)

Gargantuan Dragon

STR DEX CON INT WIS CHA
+10 +7 +16 +4 +9 +13
Actions
Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used 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.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon can take a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

Regional Effects

The region containing a red dragon's lair is suffused with fiery chaos, which creates one or more of the following effects:

If the dragon dies, these effects fade in 1d10 days.

Silver Dragon Wyrmling (CR 2)

Medium Dragon

STR DEX CON INT WIS CHA
+4 +2 +5 +1 +2 +4
Actions

Young Silver Dragon (CR 9)

Large Dragon

STR DEX CON INT WIS CHA
+6 +4 +9 +2 +5 +7
Actions
Bonus Actions

Adult Silver Dragon (CR 16)

Huge Dragon

STR DEX CON INT WIS CHA
+8 +5 +12 +3 +7 +9
Actions
Bonus Actions
Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used 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.

Ancient Silver Dragon (CR 20)

Gargantuan Dragon

STR DEX CON INT WIS CHA
+10 +6 +15 +4 +9 +11
Actions
Bonus Actions
Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used 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.

White Dragon Wyrmling (CR 2)

Medium Dragon

STR DEX CON INT WIS CHA
+2 +2 +4 -3 +2 +2
Actions

Young White Dragon (CR 6)

Large Dragon

STR DEX CON INT WIS CHA
+4 +3 +7 -2 +4 +4
Actions

Adult White Dragon (CR 13)

Huge Dragon

STR DEX CON INT WIS CHA
+6 +5 +11 -1 +7 +7
Actions
Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used 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.

Ancient White Dragon (CR 17)

Gargantuan Dragon

STR DEX CON INT WIS CHA
+8 +6 +14 +0 +9 +9
Actions
Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used 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.

Pseudodragon (CR 1/4)

Tiny Dragon

STR DEX CON INT WIS CHA
-2 +2 +1 +0 +3 +0
Actions

Scorch Drake (CR 6)

Large Dragon

STR DEX CON INT WIS CHA
+3 +1 +4 -2 +5 -1
Actions
Bonus Actions

Drider (CR 6)

Large Monstrosity

STR DEX CON INT WIS CHA
+3 +6 +4 +1 +2 +1

Actions

Dryad (CR 1)

Medium Fey

STR DEX CON INT WIS CHA
+0 +2 +0 +2 +4 +4

Actions

Bonus Actions

Duergar (CR 1)

Medium Humanoid

STR DEX CON INT WIS CHA
+2 +0 +2 +0 +0 -1

Actions

Bonus Actions

Reactions

Elementals

Air Elemental (CR 5)

Large Elemental

STR DEX CON INT WIS CHA
+2 +5 +2 -2 +0 -2
Actions
Reactions

Earth Elemental (CR 5)

Large Elemental

STR DEX CON INT WIS CHA
+5 -1 +5 -2 +0 -3
Actions
Bonus Actions

Fire Elemental (CR 5)

Large Elemental

STR DEX CON INT WIS CHA
+0 +3 +3 -2 +0 -2
Actions
Bonus Actions

Water Elemental (CR 5)

Large Elemental

STR DEX CON INT WIS CHA
+4 +2 +4 -2 +0 -1
Actions

When the elemental moves, the enveloped creature moves with it. The elemental can have only one creature enveloped at a time. A creature within 5 feet of the elemental, including the target, can take its action to free the target from the elemental by succeeding on a DC 15 STR check.

Bonus Actions

Elf

Drow (CR 1/4)

Medium Humanoid

STR DEX CON INT WIS CHA
+2 +2 +0 +0 +0 +1
Actions
Bonus Actions

Ettercap (CR 2)

Medium Monstrosity

STR DEX CON INT WIS CHA
+0 +3 +1 -3 +3 -1

Actions

Bonus Actions

Ettin (CR 4)

Large Giant

STR DEX CON INT WIS CHA
+5 -1 +3 -2 +0 -1

Actions

Bonus Actions

Feral Hunter (CR 3)

Medium Fey

STR DEX CON INT WIS CHA
+0 +3 +0 +0 +2 +1

Actions

Bonus Actions

Reactions

Flinderbeast (CR 1)

Small Fey

STR DEX CON INT WIS CHA
+1 +4 +0 -2 +1 +3

Actions

Bonus Actions

Reactions

Fungi

Shrieker (CR 0)

Medium Plant

STR DEX CON INT WIS CHA
-5 -5 +0 -5 -4 -5
Actions
Bonus Actions

A frightened creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. A creature that successfully saves is immune to the frightened effect of this shrieker's Shriek for the next 24 hours.

Reactions

Violet Fungus (CR 1/4)

Medium Plant

STR DEX CON INT WIS CHA
-4 +0 +0 -5 -4 -5
Actions
Bonus Actions

Gargoyle (CR 2)

Medium Elemental

STR DEX CON INT WIS CHA
+3 +0 +5 -2 +0 -2

Actions

Reactions

Gelatinous Cube (CR 2)

Large Ooze

STR DEX CON INT WIS CHA
+3 -4 +5 -5 -2 -5

The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.

Actions

An engulfed creature can try to escape by taking an action to make a DC 13 STR check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.

Reactions

Genies

Djinni (CR 11)

Large Elemental (Outsider)

STR DEX CON INT WIS CHA
+5 +6 +6 +2 +7 +9
Actions
Bonus Actions

While at least one creature is restrained by one of these whirlwinds, the djinni can use this bonus action to move the whirlwind up to 30 feet, and the restrained target moves with it.

Efreeti (CR 11)

Large Elemental (Outsider)

STR DEX CON INT WIS CHA
+6 +1 +7 +7 +6 +7
Actions
Bonus Actions

Hinn (CR 11)

Large Elemental (Outsider)

STR DEX CON INT WIS CHA
+6 +1 +11 +2 +7 +8
Actions
Bonus Actions

Sila (CR 11)

Large Elemental (Outsider)

STR DEX CON INT WIS CHA
+5 +6 +6 +7 +2 +9
Actions
Bonus Actions

Ghost (CR 4)

Medium Undead

STR DEX CON INT WIS CHA
-2 +2 +0 +0 +3 +4

Actions

Bonus Actions

Ghouls

Ghoul (CR 1)

Medium Undead

STR DEX CON INT WIS CHA
+0 +3 +0 -2 +2 -2
Actions

Ghast (CR 2)

Medium Undead

STR DEX CON INT WIS CHA
+3 +3 +0 +0 +2 -1
Actions

Giants

Cloud Giant (CR 9)

Huge Giant

STR DEX CON INT WIS CHA
+8 +0 +10 +1 +7 +8
Actions
Bonus Actions
Reactions

Fire Giant (CR 9)

Huge Giant

STR DEX CON INT WIS CHA
+7 +3 +10 +0 +2 +8
Actions
Bonus Actions

Frost Giant (CR 8)

Huge Giant

STR DEX CON INT WIS CHA
+6 +2 +8 -1 +3 +4
Actions
Bonus Actions

Hill Giant (CR 5)

Huge Giant

STR DEX CON INT WIS CHA
+5 +0 +7 -3 -1 -2
Actions
Bonus Actions

Stone Giant (CR 7)

Huge Giant

STR DEX CON INT WIS CHA
+6 +5 +8 +0 +4 -1
Actions
Bonus Actions
Reactions

Storm Giant (CR 13)

Huge Giant

STR DEX CON INT WIS CHA
+14 +2 +10 +3 +9 +9
Actions
Reactions

Gibbering Mouther (CR 2)

Medium Aberration

STR DEX CON INT WIS CHA
+2 -1 +3 -4 +0 -2

Actions

Bonus Actions

Gnoll (CR 1/2)

Medium Humanoid

STR DEX CON INT WIS CHA
+2 +1 +0 -2 +0 -2

Actions

Bonus Actions

Reactions

Deep Gnome (CR 1/2)

Small Humanoid

STR DEX CON INT WIS CHA
+2 +2 +2 +1 +0 -1

Actions

Bonus Actions

Reactions

Goblins

Bugbear (CR 1)

Medium Humanoid

STR DEX CON INT WIS CHA
+5 +2 +1 -1 +0 -1
Actions

Bugbear Champion (CR 4)

Medium Humanoid

STR DEX CON INT WIS CHA
+6 +2 +2 +1 +1 +0
Actions
Reactions

Goblin (CR 1/4)

Small Humanoid

STR DEX CON INT WIS CHA
-1 +4 +0 +0 -1 -1
Actions
Bonus Actions

Goblin Captain (CR 1)

Small Humanoid

STR DEX CON INT WIS CHA
+0 +4 +0 +1 +1 +0
Actions
Bonus Actions
Reactions

Hobgoblin (CR 1/2)

Medium Humanoid

STR DEX CON INT WIS CHA
+1 +1 +1 +0 +0 -1

Actions

Bonus Actions

Hobgoblin Commander (CR 3)

Medium Humanoid

STR DEX CON INT WIS CHA
+2 +2 +2 +1 +0 +2

Actions

Bonus Actions

Golems

Clay Golem (CR 9)

Large Construct (Golem)

STR DEX CON INT WIS CHA
+5 -1 +4 -4 -1 -5
Actions
Bonus Actions

Flesh Golem (CR 5)

Medium Construct (Golem)

STR DEX CON INT WIS CHA
+4 -1 +4 -2 +0 -3
Actions

Iron Golem (CR 16)

Large Construct (Golem)

STR DEX CON INT WIS CHA
+12 -1 +5 -4 +0 -5
Actions

Stone Golem (CR 10)

Large Construct (Golem)

STR DEX CON INT WIS CHA
+5 -1 +9 -4 +0 -5
Actions
Bonus Actions

Gorgon (CR 5)

Large Monstrosity

STR DEX CON INT WIS CHA
+5 +0 +4 -4 +2 -2

Actions

Reactions

Gray Ooze (CR 1/2)

Medium Ooze

STR DEX CON INT WIS CHA
+1 -2 +3 -5 -2 -4

Actions

Reactions

Grick (CR 2)

Medium Monstrosity

STR DEX CON INT WIS CHA
+2 +2 +0 -4 +2 -3

Actions

Griffon (CR 2)

Large Monstrosity (Animal)

STR DEX CON INT WIS CHA
+4 +2 +3 -4 +1 -1

Actions

Grimlock (CR 1/4)

Medium Humanoid

STR DEX CON INT WIS CHA
+3 +1 +1 -1 +1 -2

Actions

Bonus Actions

Hags

Ambush Hag (CR 9)

Medium Fey

STR DEX CON INT WIS CHA
+3 +8 +3 +3 +2 +8
Actions
Bonus Actions

The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching it would feel its rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 INT (Investigation) check to discern that the hag is disguised.

Green Hag (CR 3)

Medium Fey

STR DEX CON INT WIS CHA
+4 +1 +3 +1 +2 +6
Actions
Bonus Actions

The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching it would feel its rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 INT (Investigation) check to discern that the hag is disguised.

Night Hag (CR 5)

Medium Fiend

STR DEX CON INT WIS CHA
+4 +2 +3 +3 +2 +6
Actions

For each hour an unconscious creature is affected, its HP maximum is reduced by 5 (1d10). This reduction lasts until removed by the greater restoration spell or similar magic. The creature dies if this effect reduces its HP maximum to 0. If an unconscious creature suffers from least 1 hour, it doesn't gain any benefits from the rest. The hag can have only one creature filled with sorrow at a time. If it uses Cause Sorrow on another, the effect on the previous creature ends.Cause Sorrow for at

Bonus Actions

Sea Hag (CR 2)

Medium Fey

STR DEX CON INT WIS CHA
+3 +1 +2 +1 +1 +1
Actions
Bonus Actions

The changes from this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching it would feel its scaly flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 INT (Investigation) check to discern that the hag is disguised.

Reactions

Harpy (CR 1)

Medium Monstrosity

STR DEX CON INT WIS CHA
+1 +3 +1 -2 +0 +1

Actions

Bonus Actions

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 its turn toward the harpy by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, the target can repeat the save. A charmed target can also repeat the save at the end of each of its turns. If the save is successful, the effect ends on it. A target that successfully saves is immune to this harpy's song for the next 24 hours.

Hell Hound (CR 3)

Medium Fiend

STR DEX CON INT WIS CHA
+5 +1 +2 -2 +3 -2

Actions

Hippocampus (CR 1)

Large Beast

STR DEX CON INT WIS CHA
+4 +1 +1 -4 +1 -1

Actions

Bonus Actions

Hippogriff (CR 1)

Large Monstrosity (Animal)

STR DEX CON INT WIS CHA
+3 +1 +1 -4 +3 -1

Actions

Bonus Actions

Hivebound (CR 5)

Small Monstrosity

STR DEX CON INT WIS CHA
+2 +3 +4 -2 +2 -2

Actions

Bonus Actions

Homunculus (CR 1)

Tiny Construct

STR DEX CON INT WIS CHA
-3 +3 +0 +2 +0 -2

Actions

Hydra (CR 8)

Huge Dragon

STR DEX CON INT WIS CHA
+5 +1 +5 -4 +0 -2

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. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 HP for each head regrown in this way.

Actions

Bonus Actions

Insatiable Brood (CR 3)

Medium Swarm of Tiny Aberrations

STR DEX CON INT WIS CHA
+0 +5 +1 -3 +1 -2

Actions

Bonus Actions

Invisible Stalker (CR 6)

Medium Elemental

STR DEX CON INT WIS CHA
+3 +4 +2 +0 +5 +0

Actions

Bonus Actions

Kobolds

Kobold (CR 1/8)

Small Humanoid

STR DEX CON INT WIS CHA
-2 +4 -1 -1 -2 -1
Actions
Bonus Actions

Kobold Swiftblade (CR 3)

Small Humanoid

STR DEX CON INT WIS CHA
-1 +6 +0 +1 +2 +0
Actions
Bonus Actions

Kobold Witch (CR 5)

Small Humanoid

STR DEX CON INT WIS CHA
-1 +3 +1 +0 +2 +7
Actions
Bonus Actions
Reactions

Kraken (CR 23)

Gargantuan Monstrosity

STR DEX CON INT WIS CHA
+17 +7 +14 +13 +11 +5

Actions

Bonus Actions

Legendary Actions

The kraken can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The kraken regains spent legendary actions at the start of its turn.

Lamia (CR 4)

Large Monstrosity

STR DEX CON INT WIS CHA
+3 +1 +2 +2 +2 +5

Actions

Bonus Actions

Lantern Hagfish (CR 1/8)

Small Aberration

STR DEX CON INT WIS CHA
-4 +1 +0 -4 +0 -5

Actions

Bonus Actions

Liches

Lich (CR 21)

Medium Undead

STR DEX CON INT WIS CHA
+0 +3 +10 +12 +9 +3
Actions
Bonus Actions
Reactions
Legendary Actions

The lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The lich regains spent legendary actions at the start of its turn.

Virtuoso Lich (CR 12)

Medium Undead

STR DEX CON INT WIS CHA
+0 +7 +2 +2 +5 +9
Actions
Legendary Actions

The virtuoso lich can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The lich regains spent legendary actions at the start of its turn.

Living Colossus (CR 15)

Gargantuan Construct

STR DEX CON INT WIS CHA
+10 -1 +10 +0 +2 +6

Actions

Bonus Actions

Reactions

Lizardfolk

Lizardfolk (CR 1/2)

Medium Humanoid

STR DEX CON INT WIS CHA
+2 +0 +1 -2 +3 -2
Actions
Reactions

Lizardfolk Shaman (CR 2)

Medium Humanoid

STR DEX CON INT WIS CHA
+2 +0 +1 +0 +5 +0
Actions
Bonus Actions

Lizardfolk Ruler (CR 4)

Medium Humanoid

STR DEX CON INT WIS CHA
+3 +1 +2 +0 +2 +2
Actions
Bonus Actions
Reactions

Lycanthropes

Werebear (CR 5)

Medium Humanoid (Lycanthrope)

STR DEX CON INT WIS CHA
+5 +0 +3 +0 +4 +1
Actions
Bonus Actions

Wereboar (CR 4)

Medium Humanoid (Lycanthrope)

STR DEX CON INT WIS CHA
+5 +0 +2 +0 +0 -1
Actions
Bonus Actions

Wererat (CR 2)

Medium Humanoid (Lycanthrope)

STR DEX CON INT WIS CHA
+0 +4 +1 +0 +0 -1
Actions
Bonus Actions

Weretiger (CR 4)

Medium Humanoid (Lycanthrope)

STR DEX CON INT WIS CHA
+3 +4 +3 +0 +1 +0
Actions
Bonus Actions

Werewolf (CR 3)

Medium Humanoid (Lycanthrope)

STR DEX CON INT WIS CHA
+4 +1 +3 +0 +0 +0
Actions
Bonus Actions

Magmin (CR 1/2)

Small Elemental

STR DEX CON INT WIS CHA
-2 +2 +1 -1 +0 +0

Actions

Bonus Actions

Manticore (CR 3)

Large Monstrosity

STR DEX CON INT WIS CHA
+3 +3 +3 -2 +1 -1

Actions

Reactions

Medusa (CR 6)

Medium Monstrosity

STR DEX CON INT WIS CHA
+0 +4 +3 +2 +1 +6

Unless surprised, a creature can avert its eyes to avoid the save at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.

If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa, due to its curse, is affected by its own gaze. A medusa isn't resistant to its own gaze.

Actions

Reactions

Mephits

Dust Mephit (CR 1/2)

Small Elemental

STR DEX CON INT WIS CHA
-3 +2 +0 -2 +1 +0
Actions
Bonus Actions

Ice Mephit (CR 1/2)

Small Elemental

STR DEX CON INT WIS CHA
-3 +2 +0 -2 +0 +1
Actions
Bonus Actions

Magma Mephit (CR 1/2)

Small Elemental

STR DEX CON INT WIS CHA
+2 +0 +0 -2 +0 +1
Actions
Bonus Actions

Steam Mephit (CR 1/2)

Small Elemental

STR DEX CON INT WIS CHA
-3 +2 +0 -2 +1 +0
Actions
Bonus Actions

Merfolk

Merfolk (CR 1/8)

Medium Humanoid

STR DEX CON INT WIS CHA
+1 +0 +1 +0 +0 +1
Actions
Bonus Actions
Reactions

Merrow (CR 2)

Large Monstrosity

STR DEX CON INT WIS CHA
+4 +0 +2 -1 +0 -1

Actions

Bonus Actions

Mimic (CR 2)

Medium Monstrosity (Shapechanger)

STR DEX CON INT WIS CHA
+3 +1 +2 -3 +1 -1

Actions

Bonus Actions

Reactions

Minotaur (CR 3)

Large Monstrosity

STR DEX CON INT WIS CHA
+6 +0 +3 -2 +3 -1

Actions

Bonus Actions

Mordovermis (CR 3)

Large Aberration

STR DEX CON INT WIS CHA
+3 +2 +2 -2 +2 +3

Actions

Bonus Actions

Mummies

Mummy (CR 3)

Medium Undead

STR DEX CON INT WIS CHA
+3 -1 +3 -2 +2 +1
Actions
Bonus Actions

Mummy Lord (CR 15)

Medium Undead

STR DEX CON INT WIS CHA
+4 +0 +8 +5 +9 +8
Actions
Bonus Actions
Legendary Actions

The mummy lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The mummy lord regains spent legendary actions at the start of its turn.

Mycolids

Mycolid Commoner (CR 1/2)

Small Plant

STR DEX CON INT WIS CHA
+0 +2 +0 -2 +3 -3
Actions
Bonus Actions

Mycolid Spore Lord (CR 3)

Medium Plant

STR DEX CON INT WIS CHA
+3 +2 +1 -1 +4 -1
Actions
Bonus Actions

Nagas

Guardian Naga (CR 10)

Large Monstrosity

STR DEX CON INT WIS CHA
+4 +8 +7 +7 +8 +8
Actions
Bonus Actions

Spirit Naga (CR 8)

Large Monstrosity

STR DEX CON INT WIS CHA
+4 +6 +5 +3 +5 +6
Actions
Bonus Actions

Nightmare (CR 3)

Large Fiend

STR DEX CON INT WIS CHA
+4 +2 +3 +0 +1 +2

Actions

Bonus Actions

Ochre Jelly (CR 2)

Large Ooze

STR DEX CON INT WIS CHA
+3 -2 +2 -4 -2 -5

Actions

Reactions

Ogre (CR 2)

Large Giant

STR DEX CON INT WIS CHA
+4 -1 +3 -3 -2 -2

Actions

Bonus Actions

Oni (CR 7)

Large Giant (Outsider)

STR DEX CON INT WIS CHA
+4 +3 +6 +2 +4 +6

Actions

Bonus Actions

Orcs

Orc (CR 1/2)

Medium Humanoid

STR DEX CON INT WIS CHA
+3 +1 +3 -2 +0 +0
Actions
Bonus Actions

Orc Warlord (CR 4)

Medium Humanoid

STR DEX CON INT WIS CHA
+4 +2 +4 -1 +1 +1
Actions
Bonus Actions

Otyugh (CR 5)

Large Aberration

STR DEX CON INT WIS CHA
+3 +0 +7 -2 +1 -2

Actions

Owlbear (CR 3)

Large Monstrosity (Animal)

STR DEX CON INT WIS CHA
+5 +1 +3 -4 +1 -2

Actions

Bonus Actions

Pegasus (CR 2)

Large Celestial (Animal)

STR DEX CON INT WIS CHA
+4 +2 +3 +0 +2 +1

Actions

Reactions

Phase Spider (CR 3)

Large Monstrosity

STR DEX CON INT WIS CHA
+2 +3 +1 -2 +0 -2

Actions

Bonus Actions

Purple Worm (CR 15)

Gargantuan Monstrosity

STR DEX CON INT WIS CHA
+9 -2 +11 -5 +4 -3

Actions

A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside of the worm, and it takes 21 (6d6) acid damage at the start of each of the worm's turns. If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 CON save at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

Bonus Actions

Rakshasa (CR 13)

Medium Fiend

STR DEX CON INT WIS CHA
+2 +8 +4 +1 +8 +10

Actions

Bonus Actions

Remorhaz (CR 11)

Huge Monstrosity

STR DEX CON INT WIS CHA
+11 +1 +9 -3 +0 -3

Actions

Bonus Actions

Robot Drone (CR 1/2)

Tiny Construct

STR DEX CON INT WIS CHA
-2 +3 +1 -3 +1 -2

Actions

Bonus Actions

Roc (CR 11)

Gargantuan Monstrosity (Animal)

STR DEX CON INT WIS CHA
+9 +4 +9 -4 +4 +3

Actions

Bonus Actions

Roper (CR 5)

Large Monstrosity

STR DEX CON INT WIS CHA
+7 -1 +3 -2 +3 -2

Actions

Bonus Actions

Reactions

Rust Monster (CR 1/2)

Medium Monstrosity

STR DEX CON INT WIS CHA
+1 +1 +1 -4 +1 -2

Actions

If the object touched is either metal armor or a metal shield being worn or carried, it takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait.

Bonus Actions

Sahuagin (CR 1/2)

Medium Humanoid

STR DEX CON INT WIS CHA
+0 +0 +1 +1 +1 -1

Actions

Reactions

Salamander (CR 5)

Large Elemental

STR DEX CON INT WIS CHA
+3 +2 +2 +0 +0 +2

Actions

Bonus Actions

Satarre (CR 1)

Medium Humanoid

STR DEX CON INT WIS CHA
+2 +1 +1 +0 +0 +1

Actions

Satyr (CR 1/2)

Medium Fey

STR DEX CON INT WIS CHA
+1 +3 +0 +1 +0 +5

Actions

Bonus Actions

Shadow (CR 1/2)

Medium Undead

STR DEX CON INT WIS CHA
-2 +4 +1 -2 +0 -1

Actions

Bonus Actions

Shambling Mound (CR 5)

Large Plant

STR DEX CON INT WIS CHA
+4 -1 +3 -3 +0 -3

Actions

Bonus Actions

Shield Guardian (CR 7)

Large Construct

STR DEX CON INT WIS CHA
+4 -1 +4 -2 +2 -4

Actions

Bonus Actions
Reactions

Skeletons

Skeleton (CR 1/4)

Medium Undead

STR DEX CON INT WIS CHA
+0 +2 +2 -2 -1 -3
Actions
Reactions

Minotaur Skeleton (CR 2)

Large Undead

STR DEX CON INT WIS CHA
+4 +0 +2 -2 -1 -3
Actions
Reactions

War Horse Skeleton (CR 1/2)

Large Undead

STR DEX CON INT WIS CHA
+4 +1 +2 -4 +1 -3
Actions
Bonus Actions

Specter (CR 1)

Medium Undead

STR DEX CON INT WIS CHA
-5 +2 +0 +0 +0 +2

Actions

Reactions

Sphinxes

Androsphinx (CR 17)

Large Monstrosity

STR DEX CON INT WIS CHA
+6 +5 +11 +9 +10 +6
Actions
Bonus Actions
Legendary Actions

The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sphinx regains spent legendary actions at the start of its turn.

Gynosphinx (CR 11)

Large Monstrosity

STR DEX CON INT WIS CHA
+8 +2 +3 +8 +8 +5
Actions
Bonus Actions
Legendary Actions

The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sphinx regains spent legendary actions at the start of its turn.

Sporeborn

Skullbloom (CR 1/2)

Medium Plant

STR DEX CON INT WIS CHA
+1 +0 +2 -4 -1 -3
Actions
Bonus Actions

Bloatblossom (CR 2)

Medium Plant

STR DEX CON INT WIS CHA
+3 +0 +3 -4 -1 -3
Actions
Bonus Actions

Sprite (CR 1/4)

Tiny Fey

STR DEX CON INT WIS CHA
-4 +3 +0 +2 +1 +0

Actions

Bonus Actions

Star Crow (CR 1/4)

Tiny Aberration

STR DEX CON INT WIS CHA
-2 +3 +1 -5 +3 -5

Actions

Bonus Actions

Stirge (CR 1/8)

Tiny Beast

STR DEX CON INT WIS CHA
-3 +2 +0 -4 -1 -2

Actions

Reactions

Succubus (CR 4)

Medium Fiend (Shapechanger)

STR DEX CON INT WIS CHA
-1 +3 +1 +2 +1 +7

Actions

The succubus can have only one target charmed at a time. If it charms another, the effect on the previous target ends.

Bonus Actions

Reactions

Tarrasque (CR 30)

Gargantuan Monstrosity

STR DEX CON INT WIS CHA
+10 +3 +10 +5 +9 +9

Actions

Legendary Actions

The tarrasque can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The tarrasque regains spent legendary actions at the start of its turn.

Treant (CR 9)

Huge Plant

STR DEX CON INT WIS CHA
+6 -1 +9 +1 +7 +1

Actions

Bonus Actions

Troll (CR 5)

Large Giant

STR DEX CON INT WIS CHA
+4 +1 +5 -2 -1 -2

Actions

Bonus Actions

Unicorn (CR 5)

Large Celestial

STR DEX CON INT WIS CHA
+4 +2 +2 +0 +6 +6

Actions

Reactions

Legendary Actions

The unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The unicorn regains spent legendary actions at the start of its turn.

Vampires

Vampire (CR 13)

Medium Undead (Shapechanger)

STR DEX CON INT WIS CHA
+4 +9 +4 +3 +7 +9
Actions

The vampire can have up to two creatures charmed in this way at a time. If it charms a third, the effect on the first target ends.

Bonus Actions
Legendary Actions

The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The vampire regains spent legendary actions at the start of its turn.

Vampire Spawn (CR 5)

Medium Undead

STR DEX CON INT WIS CHA
+3 +6 +3 +0 +3 +1
Actions
Bonus Actions

Vampire Thrall (CR 1)

Medium Humanoid (Any Lineage)

STR DEX CON INT WIS CHA
+2 +5 +4 +0 +1 +2
Actions
Reactions

Wight (CR 3)

Medium Undead

STR DEX CON INT WIS CHA
+3 +2 +3 +0 +1 +2

Actions

A Humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the Humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.

Bonus Actions

Will - o'-Wisp (CR 2)

Tiny Undead

STR DEX CON INT WIS CHA
-5 +4 +0 +1 +3 +0

Actions

Bonus Actions
Reactions

Winter Wolf (CR 3)

Large Monstrosity

STR DEX CON INT WIS CHA
+3 +1 +2 -2 +1 -1

Actions

Bonus Actions

Wood Herald (CR 1/2)

Small Plant

STR DEX CON INT WIS CHA
+2 +1 +1 +0 +1 +0

Actions

Reactions

Worg (CR 1/2)

Large Monstrosity (Animal)

STR DEX CON INT WIS CHA
+3 +1 +1 -2 +0 -1

Actions

Bonus Actions

Wraith (CR 5)

Medium Undead

STR DEX CON INT WIS CHA
-2 +4 +3 +1 +2 +2

Actions

Bonus Actions
Reactions

Wyrdling (CR 1)

Medium Humanoid

STR DEX CON INT WIS CHA
+0 +2 +1 +1 +5 +2

Actions

Bonus Actions

Reactions

Wyvern (CR 6)

Large Dragon

STR DEX CON INT WIS CHA
+4 +0 +3 -3 +1 -2

Actions

Reactions

Xorn (CR 5)

Medium Elemental

STR DEX CON INT WIS CHA
+3 +0 +6 +0 +0 +0

Actions

Bonus Actions

Zombies

Zombie (CR 1/4)

Medium Undead

STR DEX CON INT WIS CHA
+2 -2 +3 -4 +0 -3
Actions
Bonus Actions

Ogre Zombie (CR 2)

Large Undead

STR DEX CON INT WIS CHA
+4 -2 +4 -4 -2 -3
Actions

Animals

Ape (CR 1/2)

Medium Beast

STR DEX CON INT WIS CHA
+5 +2 +2 -2 +1 -2

Actions

Ape, Giant (CR 7)

Huge Beast

STR DEX CON INT WIS CHA
+8 +2 +4 -2 +1 -2

Actions

Bonus Actions

Awakened Shrub (CR 0)

Small Plant

STR DEX CON INT WIS CHA
-4 +0 +0 +0 +0 -2

Actions

Awakened Tree (CR 2)

Huge Plant

STR DEX CON INT WIS CHA
+4 -2 +2 +0 +0 -2

Actions

Bonus Actions

Axe Beak (CR 1/4)

Large Beast

STR DEX CON INT WIS CHA
+2 +1 +1 -4 +0 -3

Actions

Bonus Actions

Baboon (CR 1/8)

Small Beast

STR DEX CON INT WIS CHA
-1 +1 +0 -3 +1 -2

Actions

Reactions

Badger (CR 0)

Tiny Beast

STR DEX CON INT WIS CHA
-3 0 +1 -4 +1 -3

Actions

Badger, Giant (CR 1/4)

Medium Beast

STR DEX CON INT WIS CHA
+1 +0 +2 -4 +1 -3

Actions

Bat (CR 0)

Tiny Beast

STR DEX CON INT WIS CHA
-4 +1 -1 -4 +1 -3

Actions

Bat, Giant (CR 1/4)

Large Beast

STR DEX CON INT WIS CHA
+2 +2 +0 -4 +1 -2

Actions

Bonus Actions

Bat, Swarm of Bats (CR 1/4)

Medium Swarm of Tiny Beasts

STR DEX CON INT WIS CHA
-3 +2 +0 -4 +1 -3

Actions

Bear, Black (CR 1/2)

Medium Beast

STR DEX CON INT WIS CHA
+2 +0 +2 -4 +1 -2

Actions

Bear, Brown (CR 1)

Large Beast

STR DEX CON INT WIS CHA
+4 +0 +3 -4 +1 -2

Actions

Bear, Polar (CR 2)

Large Beast

STR DEX CON INT WIS CHA
+5 +0 +3 -4 +1 -2

Actions

Boar (CR 1/4)

Medium Beast

STR DEX CON INT WIS CHA
+2 +0 +1 -4 -1 -3

Actions

Boar, Giant (CR 2)

Large Beast

STR DEX CON INT WIS CHA
+3 +0 +3 -4 -2 -3

Actions

Bonus Actions

Camel (CR 1/8)

Large Beast

STR DEX CON INT WIS CHA
+2 +0 +2 -4 -1 -3

Actions

Cat (CR 0)

Tiny Beast

STR DEX CON INT WIS CHA
-4 +1 +0 -4 +1 -2

Actions

Bonus Actions

Crab (CR 0)

Tiny Beast

STR DEX CON INT WIS CHA
-4 +0 +0 -5 -1 -4

Actions

Crab, Giant (CR 1/4)

Medium Beast

STR DEX CON INT WIS CHA
+2 +2 +0 -5 -1 -4

Actions

Bonus Actions

Crocodile (CR 1/2)

Large Beast

STR DEX CON INT WIS CHA
+2 +0 +1 -4 +0 -3

Actions

Bonus Actions

Crocodile, Giant (CR 5)

Huge Beast

STR DEX CON INT WIS CHA
+8 -1 +3 -4 +0 -2

Actions

Bonus Actions

Deer (CR 0)

Medium Beast

STR DEX CON INT WIS CHA
+0 +3 +0 -4 +2 -3

Actions

Bonus Actions

Eagle (CR 0)

Small Beast

STR DEX CON INT WIS CHA
-2 +1 +0 -4 +2 -2

Actions

Eagle, Giant (CR 1)

Large Beast

STR DEX CON INT WIS CHA
+3 +3 +1 -1 +2 +0

Actions

Elephant (CR 4)

Huge Beast

STR DEX CON INT WIS CHA
+5 -1 +3 -4 +0 -2

Actions

Bonus Actions

Elk (CR 1/4)

Large Beast

STR DEX CON INT WIS CHA
+2 +0 +1 -4 +0 -2

Actions

Elk, Giant (CR 2)

Huge Beast

STR DEX CON INT WIS CHA
+4 +3 +2 -2 +2 +0

Actions

Bonus Actions

Frog (CR 0)

Tiny Beast

STR DEX CON INT WIS CHA
-5 +0 -1 -5 -1 -4

Actions

Frog, Giant (CR 1/4)

Medium Beast

STR DEX CON INT WIS CHA
+2 +1 +0 -4 +0 -4

Actions

Bonus Actions

Frog, Giant Poisonous (CR 1)

Large Beast

STR DEX CON INT WIS CHA
+3 +1 +1 -4 +0 -4

Actions

Bonus Actions

Goat (CR 0)

Medium Beast

STR DEX CON INT WIS CHA
+1 +0 +0 -4 +0 -3

Actions

Goat, Giant (CR 1/2)

Large Beast

STR DEX CON INT WIS CHA
+3 +0 +1 -4 +1 -2

Actions

Reactions

Hawk (CR 0)

Tiny Beast

STR DEX CON INT WIS CHA
-3 +1 -1 -4 +2 -2

Actions

Bonus Actions

Hawk, Blood (CR 1/8)

Small Beast

STR DEX CON INT WIS CHA
-2 +2 +0 -4 +2 -3

Actions

Bonus Actions

Horse, Draft (CR 1/4)

Large Beast

STR DEX CON INT WIS CHA
+4 +0 +1 -4 +0 -2

Actions

Horse, Riding (CR 1/4)

Large Beast

STR DEX CON INT WIS CHA
+3 +0 +1 -4 +0 -2

Actions

Horse, War (CR 1/2)

Large Beast

STR DEX CON INT WIS CHA
+4 +1 +1 -4 +1 -2

Actions

Reactions

Hyena (CR 0)

Medium Beast

STR DEX CON INT WIS CHA
+0 +0 +1 -4 +1 -3

Actions

Hyena, Giant (CR 1)

Large Beast

STR DEX CON INT WIS CHA
+3 +2 +2 -4 +1 -2

Actions

Bonus Actions

Reactions

Insect, Giant Centipede (CR 1/4)

Small Beast

STR DEX CON INT WIS CHA
-3 +2 +1 -5 -2 -4

Actions

Bonus Actions

Insect, Giant Fire Beetle (CR 0)

Small Beast

STR DEX CON INT WIS CHA
-1 +0 +1 -5 -2 -4

Actions

Insect, Giant Scorpion (CR 3)

Large Beast

STR DEX CON INT WIS CHA
+2 +1 +2 -5 -1 -4

Actions

Reactions

Insect, Giant Wasp (CR 1/2)

Medium Beast

STR DEX CON INT WIS CHA
+0 +2 +0 -5 +0 -4

Actions

Reactions

Insect, Scorpion (CR 0)

Tiny Beast

STR DEX CON INT WIS CHA
-4 +0 -1 -5 -1 -4

Actions

Insect, Swarm of Insects (CR 1/2)

Medium Swarm of Tiny Beasts

STR DEX CON INT WIS CHA
-4 +1 +0 -5 -2 -5

Actions

Jackal (CR 0)

Small Beast

STR DEX CON INT WIS CHA
-1 +1 +0 -4 +1 -2

Actions

Lion (CR 1)

Large Beast

STR DEX CON INT WIS CHA
+3 +2 +1 -4 +1 -1

Actions

Bonus Actions

Lizard (CR 0)

Tiny Beast

STR DEX CON INT WIS CHA
-4 +0 +0 -5 -1 -4

Actions

Reactions

Lizard, Giant (CR 1/4)

Large Beast

STR DEX CON INT WIS CHA
+2 +1 +1 -4 +0 -3

Actions

Reactions

Mammoth (CR 6)

Huge Beast

STR DEX CON INT WIS CHA
+6 -1 +5 -4 +0 -2

Actions

Bonus Actions

Mastiff (CR 1/8)

Medium Beast

STR DEX CON INT WIS CHA
+1 +2 +1 -4 +1 -2

Actions

Reactions

Mule (CR 1/8)

Medium Beast

STR DEX CON INT WIS CHA
+2 +0 +1 -4 +0 -3

Actions

Octopus (CR 0)

Small Beast

STR DEX CON INT WIS CHA
-3 +1 +0 -4 +0 -3

Actions

Reactions

Octopus, Giant (CR 1)

Large Beast

STR DEX CON INT WIS CHA
+3 +1 +1 -3 +0 -3

Actions

Bonus Actions

Reactions

Orca (CR 3)

Huge Beast

STR DEX CON INT WIS CHA
+4 +0 +1 -4 +1 -2

Actions

Bonus Actions

Owl (CR 0)

Tiny Beast

STR DEX CON INT WIS CHA
-4 +1 -1 -4 +1 -2

Actions

Owl, Giant (CR 1/4)

Large Beast

STR DEX CON INT WIS CHA
+1 +2 +1 -1 +1 +0

Actions

Reactions

Panther (CR 1/4)

Medium Beast

STR DEX CON INT WIS CHA
+2 +2 +0 -4 +2 -2

Actions

Bonus Actions

Pony (CR 1/8)

Medium Beast

STR DEX CON INT WIS CHA
+2 +0 +1 -4 +0 -2

Actions

Quipper (CR 0)

Tiny Beast

STR DEX CON INT WIS CHA
-4 +0 +0 -5 -2 -4

Actions

Quipper, Swarm of Quippers (CR 1)

Medium Swarm of Tiny Beasts

STR DEX CON INT WIS CHA
+1 +3 +0 -5 +0 -4

Actions

Rat (CR 0)

Tiny Beast

STR DEX CON INT WIS CHA
-4 +0 -1 -4 +0 -3

Actions

Rat, Giant (CR 1/4)

Small Beast

STR DEX CON INT WIS CHA
-2 +3 +0 -4 +0 -3

Actions

Rat, Swarm of Rats (CR 1/4)

Medium Swarm of Tiny Beasts

STR DEX CON INT WIS CHA
-1 +0 -1 -4 +0 -4

Actions

Raven (CR 0)

Tiny Beast

STR DEX CON INT WIS CHA
-4 +1 -1 -3 +1 +0

Actions

Raven, Swarm of Ravens (CR 1/4)

Medium Swarm of Tiny Beasts

STR DEX CON INT WIS CHA
-2 +2 -1 -4 +1 -1

Actions

Rhinoceros (CR 2)

Large Beast

STR DEX CON INT WIS CHA
+5 -1 +2 -4 +1 -2

Actions

Bonus Actions

Seahorse (CR 0)

Tiny Beast

STR DEX CON INT WIS CHA
-5 +0 -1 -5 +0 -4

Actions

Seahorse, Giant (CR 1/2)

Large Beast

STR DEX CON INT WIS CHA
+1 +2 +0 -4 +1 -3

Actions

Bonus Actions

Shark, Giant (CR 5)

Huge Beast

STR DEX CON INT WIS CHA
+6 +0 +5 -5 +0 -3

Actions

Bonus Actions

Shark, Hunter (CR 2)

Large Beast

STR DEX CON INT WIS CHA
+3 +1 +2 -5 +0 -3

Actions

Bonus Actions

Shark, Reef (CR 1/2)

Medium Beast

STR DEX CON INT WIS CHA
+2 +1 +1 -5 +0 -3

Actions

Bonus Actions

Snake, Constrictor (CR 1/4)

Large Beast

STR DEX CON INT WIS CHA
+2 +2 +1 -5 +0 -4

Actions

Bonus Actions

Snake, Flying (CR 1/8)

Tiny Beast

STR DEX CON INT WIS CHA
-3 +1 +0 -4 +1 -3

Actions

Reactions

Snake, Giant Constrictor (CR 2)

Huge Beast

STR DEX CON INT WIS CHA
+3 +2 +1 -5 +0 -4

Actions

Bonus Actions

Snake, Giant Poisonous (CR 1/4)

Medium Beast

STR DEX CON INT WIS CHA
+0 +2 +1 -4 +0 -4

Actions

Reactions

Snake, Poisonous (CR 1/8)

Tiny Beast

STR DEX CON INT WIS CHA
-4 +1 +0 -5 +0 -4

Actions

Reactions

Snake, Swarm of Poisonous Snakes (CR 2)

Medium Swarm of Tiny Beasts

STR DEX CON INT WIS CHA
-1 +4 +0 -5 +0 -4

Actions

Spider (CR 0)

Tiny Beast

STR DEX CON INT WIS CHA
-4 +0 -1 -5 +0 -4

Actions

Bonus Actions

Spider, Giant (CR 1)

Large Beast

STR DEX CON INT WIS CHA
+2 +3 +1 -4 +0 -3

Actions

Bonus Actions

Spider, Giant Wolf (CR 1/4)

Medium Beast

STR DEX CON INT WIS CHA
+2 +2 +1 -4 +1 -3

Actions

Bonus Actions

Tiger (CR 1)

Large Beast

STR DEX CON INT WIS CHA
+3 +2 +2 -4 +1 -1

Actions

Tiger, Saber - Toothed (CR 2)

Large Beast

STR DEX CON INT WIS CHA
+4 +2 +2 -4 +1 -1

Actions

Vulture (CR 0)

Medium Beast

STR DEX CON INT WIS CHA
-2 +0 +1 -4 +1 -3

Actions

Reactions

Vulture, Giant (CR 1)

Large Beast

STR DEX CON INT WIS CHA
+3 +0 +2 -4 +1 -2

Actions

Reactions

Weasel (CR 0)

Tiny Beast

STR DEX CON INT WIS CHA
-4 +1 -1 -4 +1 -4

Actions

Weasel, Giant (CR 1/4)

Medium Beast

STR DEX CON INT WIS CHA
+0 +3 +0 -3 +1 -3

Actions

Reactions

Wolf (CR 1/4)

Medium Beast

STR DEX CON INT WIS CHA
+1 +2 +1 -4 +1 -2

Actions

Wolf, Dire (CR 1)

Large Beast

STR DEX CON INT WIS CHA
+3 +2 +2 -4 +1 -2

Actions

Bonus Actions

NPCs

Acolyte (CR 1/4)

Medium Humanoid (Any Lineage)

STR DEX CON INT WIS CHA
+0 +0 +0 +0 +4 +0

Actions

Archdruid (CR 12)

Medium Humanoid (Any Lineage)

STR DEX CON INT WIS CHA
+3 +2 +1 +6 +9 +1

Actions

Bonus Actions

Archmage (CR 12)

Medium Humanoid (Any Lineage)

STR DEX CON INT WIS CHA
+0 +2 +1 +9 +6 +3

Actions

Bonus Actions

Reactions

Assassin (CR 8)

Medium Humanoid (Any Lineage)

STR DEX CON INT WIS CHA
+0 +6 +2 +4 +0 +0

Actions

Bonus Actions

Bandit (CR 1/8)

Medium Humanoid (Any Lineage)

STR DEX CON INT WIS CHA
+0 +1 +1 +0 +0 +0

Actions

Bonus Actions

Bandit Captain (CR 2)

Medium Humanoid (Any Lineage)

STR DEX CON INT WIS CHA
+2 +4 +2 +2 +0 +2

Actions

Bonus Actions

Reactions

Bard (CR 5)

Medium Humanoid (Any Lineage)

STR DEX CON INT WIS CHA
+0 +6 +1 +2 +1 +7

Actions

Berserker (CR 2)

Medium Humanoid (Any Lineage)

STR DEX CON INT WIS CHA
+4 +1 +3 -1 +0 -1

Actions

Commoner (CR 0)

Medium Humanoid (Any Lineage)

STR DEX CON INT WIS CHA
+0 +0 +0 +0 +0 +0

Actions

Cultist (CR 1/8)

Medium Humanoid (Any Lineage)

STR DEX CON INT WIS CHA
+0 +1 +1 +0 +1 +2

Actions

Reactions

Cultist, Fanatic (CR 2)

Medium Humanoid (Any Lineage)

STR DEX CON INT WIS CHA
+0 +2 +1 +0 +3 +3

Actions

Bonus Actions

Druid (CR 2)

Medium Humanoid (Any Lineage)

STR DEX CON INT WIS CHA
+0 +1 +1 +1 +3 +0

Actions

Bonus Actions

Gladiator (CR 5)

Medium Humanoid (Any Lineage)

STR DEX CON INT WIS CHA
+7 +2 +6 +0 +1 +2

Actions

Bonus Actions

Reactions

Guard (CR 1/8)

Medium Humanoid (Any Lineage)

STR DEX CON INT WIS CHA
+1 +1 +1 +0 +1 +0

Actions

Reactions

Knight (CR 3)

Medium Humanoid (Any Lineage)

STR DEX CON INT WIS CHA
+3 +0 +2 +1 +1 +2

Actions

Bonus Actions

Mage (CR 6)

Medium Humanoid (Any Lineage)

STR DEX CON INT WIS CHA
-1 +0 +0 +6 +1 +0

Actions

Mage Apprentice (CR 1)

Medium Humanoid (Any Lineage)

STR DEX CON INT WIS CHA
-1 +1 +1 +4 +1 +0

Actions

Master Alchemist (CR 7)

Medium Humanoid (Any Lineage)

STR DEX CON INT WIS CHA
+0 +4 +6 +7 +1 +2

Actions

Bonus Actions

Mechanist (CR 2)

Medium Humanoid (Any Lineage)

STR DEX CON INT WIS CHA
+3 +1 +1 +5 +0 +0

Actions

Bonus Actions

Reactions

Noble (CR 1/8)

Medium Humanoid (Any Lineage)

STR DEX CON INT WIS CHA
+0 +1 +0 +1 +2 +5

Actions

Reactions

Priest (CR 2)

Medium Humanoid (Any Lineage)

STR DEX CON INT WIS CHA
+1 +0 +1 +1 +5 +1

Actions

Scout (CR 1/2)

Medium Humanoid (Any Lineage)

STR DEX CON INT WIS CHA
+0 +2 +1 +0 +3 +0

Actions

Bonus Actions

Spy (CR 1)

Medium Humanoid (Any Lineage)

STR DEX CON INT WIS CHA
+0 +5 +0 +1 +2 +3

Actions

Bonus Actions

Thug (CR 1/2)

Medium Humanoid (Any Lineage)

STR DEX CON INT WIS CHA
+2 +0 +2 +0 +0 +0

Actions

Bonus Actions

Veteran (CR 3)

Medium Humanoid (Any Lineage)

STR DEX CON INT WIS CHA
+5 +2 +2 +0 +0 +0

Actions

Bonus Actions

Reactions

Wild Warrior (CR 1/8)

Medium Humanoid (Any Lineage)

STR DEX CON INT WIS CHA
+1 +0 +1 -1 +0 -1

Actions

Bonus Actions