xStarterSet DMRules
xStarterSet DMRules
Credits
D&D Lead Designers: Mike Mearls, Jeremy Crawford                  Based on the original D&D game created by
                                                                    E. Gary Gygax and Dave Arneson,
Design Team: Christopher Perkins, James Wyatt, Rodney               with Brian Blume, Rob Kuntz, James Ward, and Don Kaye
  Thompson, Robert J. Schwalb, Peter Lee, Steve Townshend,        Drawing from further development by
  Bruce R. Cordell                                                  J. Eric Holmes, Tom Moldvay, Frank Mentzer, Aaron Allston,
Editing Team: Chris Sims, Michele Carter, Scott Fitzgerald Gray     Harold Johnson, David “Zeb” Cook, Ed Greenwood, Keith
Producer: Greg Bilsland
                                                                     Grubb, Jonathan Tweet, Monte Cook, Skip Williams, Richard
Art Directors: Kate Irwin, Dan Gelon, Jon Schindehette, Mari         Baker, Peter Adkison, Bill Slavicsek, Andy Collins, and Rob
  Kolkowsky, Melissa Rapier, Shauna Narciso                          Heinsoo
Graphic Designers: Bree Heiss, Emi Tanji
Interior Illustrator: Jaime Jones                                 Playtesting provided by
                                                                    over 175,000 fans of D&D. Thank you!
Additional Contributors: Kim Mohan, Matt Sernett, Chris
  Dupuis, Tom LaPille, Chris Tulach, Miranda Horner, Jennifer
  Clarke Wilkes, Steve Winter, Chris Youngs, Ben Petrisor, Tom
  Olsen
                                                                  ©2014 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA.
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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
Size                                                                               category are creatures distantly related to true dragons,
                                                                                   but less powerful, less intelligent, and less magical, such
A monster can be Tiny, Small, Medium, Large, Huge,                                 as wyverns and pseudodragons.
or Gargantuan. The Size Categories table shows how                                   Elementals are creatures native to the elemental
much space a creature of a particular size controls                                planes. Some creatures of this type are little more than
in combat. See the player’s D&D basic rules or the                                 animate masses of their respective elements, including
Player’s Handbook for more information on creature                                 the creatures simply called elementals. Others have
size and space.                                                                    biological forms infused with elemental energy. The
                                                                                   races of genies, including djinn and efreet, form the
Size Categories                                                                    most important civilizations on the elemental planes.
Size           Space                       Examples                                Other elemental creatures include azers, invisible
Tiny           2½ by 2½ ft.                Imp, sprite                             stalkers, and water weirds.
Small          5 by 5 ft.                  Giant rat, goblin
                                                                                     Fey are magical creatures closely tied to the forces of
                                                                                   nature. They dwell in twilight groves and misty forests.
Medium         5 by 5 ft.                  Orc, werewolf
                                                                                   In some worlds, they are closely tied to the Feywild, also
Large          10 by 10 ft.
                                                                                   called the Plane of Faerie. Some are also found in the
Huge           15 by 15 ft.                Fire giant, treant                      Outer Planes, particularly the planes of Arborea and the
Gargantuan     20 by 20 ft. or larger      Kraken, purple worm                     Beastlands. Fey include dryads, pixies, and satyrs.
                                                                                     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
A monster’s type speaks to its fundamental nature.                                 and demon princes. Evil priests and mages sometimes
Certain spells, magic items, class features, and other
creatures of a particular type. For example, an arrow of                           inconceivable. Fiends include demons, devils, hell
dragon slaying deals extra damage not only to dragons                              hounds, rakshasas, and yugoloths.
but also other creatures of the dragon type, such as                                 Giants tower over humans and their kind. They are
dragon turtles and wyverns.                                                        humanlike in shape, though some have multiple heads
  The game includes the following monster types, which                             (ettins) or deformities (fomorians). The six varieties of
have no rules of their own.
  Aberrations are utterly alien beings. Many of them                               giants, cloud giants, and storm giants. Besides these,
have innate magical abilities drawn from the creature’s                            creatures such as ogres and trolls are giants.
alien mind rather than the mystical forces of the world.                             Humanoids are the main peoples of the D&D
The quintessential aberrations are aboleths, beholders,                            world, both civilized and savage, including humans
                                                                                   and a tremendous variety of other species. They have
  Beasts are nonhumanoid creatures that are a natural                              language and culture, few if any innate magical abilities
part of the fantasy ecology. Some of them have magical                             (though most humanoids can learn spellcasting), and a
powers, but most are unintelligent and lack any society                            bipedal form. The most common humanoid races are
or language. Beasts include all varieties of ordinary                              the ones most suitable as player characters: humans,
animals, dinosaurs, and giant versions of animals.
  Celestials are creatures native to the Upper Planes.                             far more savage and brutal, and almost uniformly evil,
Many of them are the servants of deities, employed                                 are the races of goblinoids (goblins, hobgoblins, and
as messengers or agents in the mortal realm and                                    bugbears), orcs, gnolls, lizardfolk, and kobolds.
throughout the planes. Celestials are good by nature,                                Monstrosities are monsters in the strictest sense—
so the exceptional celestial who strays from a good                                frightening creatures that are not ordinary, not truly
alignment is a horrifying rarity. Celestials include                               natural, and almost never benign. Some are the
angels, couatls, and pegasi.                                                       results of magical experimentation gone awry (such
  Constructs are made, not born. Some are                                          as owlbears), and others are the product of terrible
programmed by their creators to follow a simple set of                             curses (including minotaurs and yuan-ti). They defy
instructions, while others are imbued with sentience                               categorization, and in some sense serve as a catch-all
and capable of independent thought. Golems are the
                                                                                 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.
basic rules or the Player’s Handbook). Such a monster                           monster might have a larger-than-expected bonus
stops hovering when it dies.
                                                                                its heightened expertise.
Swim
A monster that has a swimming speed doesn’t need to                             Vulnerabilities, Resistances,
spend extra movement to swim.                                                   and Immunities
Ability Scores                                                                  Some creatures have vulnerability, resistance, or
                                                                                immunity to certain types of damage. Additionally,
Every monster has six ability scores (Strength,                                 some creatures are immune to certain conditions. If a
Dexterity, Constitution, Intelligence, Wisdom, and
                                                                                damage or a condition, it has a special trait.
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.
For example, a creature that isn’t easily charmed or                            Blindsight
frightened might gain a bonus on its Wisdom saving                              A monster with blindsight can perceive its surroundings
throws. Most creatures don’t have special saving throw
bonuses, in which case this section is absent.                                    Creatures without eyes, such as grimlocks and gray
  A saving throw bonus is the sum of a monster’s relevant                       oozes, typically have this special sense, as do creatures
                                                                                with echolocation or heightened senses, such as bats
determined by the monster’s challenge rating (as shown                          and true dragons.
                                                                                  If a monster is naturally blind, it has a parenthetical
                                                                                    Legendary Actions
 Grapple Rules for Monsters                                                         A legendary creature can take a certain number of
 Many monsters have special attacks that allow them to                              special actions—called legendary actions—outside its
 quickly grapple prey. When a monster hits with such an
                                                                                    turn. Only one legendary action option can be used at
 attack, it doesn’t need to make an additional ability check to
 determine whether the grapple succeeds, unless the attack                          a time and only at the end of another creature’s turn. A
 says otherwise.                                                                    legendary creature regains spent legendary actions at
   A creature grappled by the monster can use its action to try                     the start of its turn. It isn’t required to use its legendary
 to escape. To do so, it must succeed on a Strength (Athletics)                     actions, and it can’t use legendary actions while
 or Dexterity (Acrobatics) check against the escape DC in the                       incapacitated.
 monster’s stat block. If no escape DC is given, assume the
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), the creature can
use one of its lair action options, or forgo using any of
them that round.
Regional Effects
The mere presence of a legendary creature can have
Skills Perception +5
Senses passive Perception 15
Languages —
Challenge 2 (450 XP)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.                        and undead. All other creatures within 30 feet of her that can
Hit:                                                                                  hear her must make a DC 13 Constitution saving throw. On
                                                                                      a failure, a creature drops to 0 hit points. On a success, a
Badger                                                                                creature takes 10 (3d6) psychic damage.The woeful banshee
                                                                                      is a spiteful creature formed from the spirit of a female
Tiny beast, unaligned
                                                                                      elf. Its face is wreathed in a wild tangle of hair, its body
Armor Class 10
Hit Points 3 (1d4 + 1)
Speed 20 ft., burrow 5 ft.
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 1 piercing damage.
                                                                                                               D&D DM’s Basic Rules v0.3 | Monsters
                                                                                                                                                          11
                                 Not for resale. Permission granted to print and photocopy this document for personal use only.
Bat                                                                                    Black Bear
Tiny beast, unaligned                                                                  Medium beast, unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
Petrifying Gaze. If a creature starts its turn within 30 feet of the                   Skills Perception +3, Stealth +5
basilisk and the two of them can see each other, the basilisk                          Senses passive Perception 13
can force the creature to make a DC 12 Constitution saving                             Languages Blink Dog, understands Sylvan but can’t speak it
throw if the basilisk isn’t incapacitated. On a failed save, the                       Challenge 1/4 (50 XP)
creature magically begins to turn to stone and is restrained. It
must repeat the saving throw at the end of its next turn. On a
                                                                                       Keen Hearing and Smell. The dog has advantage on Wisdom
                                                                                       (Perception) checks that rely on hearing or smell.
until freed by the greater restoration spell or other magic.
  A creature that isn’t surprised can avert its eyes to avoid the                      Actions
saving throw at the start of its turn. If it does so, it can’t see
the basilisk until the start of its next turn, when it can avert its                   Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
eyes again. If it looks at the basilisk in the meantime, it must                       Hit: 4 (1d6 + 1) piercing damage.
immediately make the save.                                                             Teleport (Recharge 4–6). The dog magically teleports, along
                                                                                       with any equipment it is wearing or carrying, up to 40 feet to
light, it mistakes itself for a rival and targets itself with its gaze.                an unoccupied space it can see. Before or after teleporting, the
                                                                                       dog can make one bite attack.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.                         A blink dog takes its name from its ability to blink in
Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage.                          and out of existence, a talent it uses to aid its attacks
                                                                                       and to avoid harm.
A basilisk is a multilegged, reptilian horror whose
deadly gaze transforms victims into porous stone. With
it strong jaws, the creature consumes this stone, which
returns to organic form in its gullet.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
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
                                                                                      Medium humanoid (goblinoid), chaotic evil
   STR        DEX         CON         INT          WIS           CHA                  Skills Stealth +6, Survival +2
                                                                                      Senses darkvision 60 ft., passive Perception 10
                                                                                      Languages Common, Goblin
Senses passive Perception 9                                                           Challenge 1 (200 XP)
Languages —
Challenge 1/4 (50 XP)
                                                                                      Brute. A melee weapon deals one extra die of its damage when the
                                                                                      bugbear hits with it (included in the attack).
Charge. If the boar moves at least 20 feet straight toward a
target and then hits it with a tusk attack on the same turn, the                      Surprise Attack. If the bugbear surprises a creature and hits it
target takes an extra 3 (1d6) slashing damage. If the target is a
creature, it must succeed on a DC 11 Strength saving throw or                         an extra 7 (2d6) damage from the attack.
be knocked prone.
                                                                                      Actions
Relentless (Recharges after a Short or Long Rest). If the boar
                                                                                      Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one
takes 7 damage or less that would reduce it to 0 hit points, it is
                                                                                      target. Hit: 11 (2d8 + 2) piercing damage.
reduced to 1 hit point instead.
                                                                                      Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
Actions                                                                               range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage
Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.                        in melee or 5 (1d6 + 2) piercing damage at range.
Hit: 4 (1d6 + 1) slashing damage.
                                                                                      Bugbears are hairy goblinoids born for battle and
                                                                                      mayhem. They survive by raiding and hunting, but are
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 2 (1d4) bludgeoning damage.
                                                                                        Chimera
                                                                                        Large monstrosity, chaotic evil
Actions                                                                                 Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
                                                                                        Hit: 11 (2d6 + 4) piercing damage.
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
Hit: 1 slashing damage.                                                                 Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
                                                                                        Hit: 10 (1d12 + 4) bludgeoning damage.
Centaur                                                                                 Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Large monstrosity, neutral good                                                         Hit: 11 (2d6 + 4) slashing damage.
                                                                                        Fire Breath (Recharge 5–6).
Armor Class 12
                                                                                        15-foot cone. Each creature in that area must make a DC 15
Hit Points 45 (6d10 + 12)
Speed 50 ft.
                                                                                        save, or half as much damage on a successful one.
   STR        DEX        CON            INT          WIS           CHA                  A chimera is a vile combination of goat, lion, and dragon,
                                                                                        and features the heads of all three of those creatures. It
                                                                                        likes to swoop down from the sky and engulf prey with
Skills Athletics +6, Perception +3, Survival +3
Senses passive Perception 13
Languages Elvish, Sylvan
Challenge 2 (450 XP)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
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
                                                                                     Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
                                                                                     Hit: 1 bludgeoning damage.
and is restrained. It must repeat the saving throw at the end of
                                                                                     Crocodile
The cockatrice looks like a hideous hybrid of lizard,                                Large beast, unaligned
bird, and bat. It is infamous for its ability to turn
                                                                                     Armor Class 12 (natural armor)
                                                                                     Hit Points 19 (3d10 + 3)
                                                                                     Speed 20 ft., swim 30 ft.
Constrictor Snake
Large beast, unaligned                                                                   STR           DEX           CON         INT   WIS   CHA
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)
                                                                                     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
                                                                                     creature. Hit: 7 (1d10 + 2) piercing damage, and the target is
Actions                                                                              grappled (escape DC 12). Until this grapple ends, the target is
                                                                                     restrained, and the crocodile can’t bite another target.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
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.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
   STR        DEX        CON            INT          WIS           CHA                  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
                                                                                        creature and the ally isn’t incapacitated.
Skills Perception +5, Stealth +4
Senses darkvision 120 ft., passive Perception 15                                        Actions
Languages —                                                                             Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
Challenge 1 (200 XP)                                                                    10 (2d6 + 3) piercing damage. If the target is a creature, it must
                                                                                        succeed on a DC 13 Strength saving throw or be knocked prone.
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.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.                          Armor Class 17 (natural armor)
Hit: 7 (1d6 + 4) bludgeoning damage.                                                    Hit Points 126 (12d10 + 60)
                                                                                        Speed 30 ft., burrow 30 ft.
Read Thoughts. The doppelganger magically reads the surface
                                                                                            STR           DEX           CON         INT   WIS   CHA
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
target is in range, the doppelganger can continue reading its                           Damage Vulnerabilities thunder
thoughts, as long as the doppelganger’s concentration isn’t                             Damage Resistances bludgeoning, piercing, and slashing from
broken (as if concentrating on a spell). While reading the                                nonmagical weapons
target’s mind, the doppelganger has advantage on Wisdom                                 Damage Immunities poison
(Insight) and Charisma (Deception, Intimidation, and                                    Condition Immunities
Persuasion) checks against the target.                                                    poisoned, unconscious
                                                                                        Senses darkvision 60 ft., tremorsense 60 ft.,
Doppelgangers are devious shapeshifters that take                                         passive Perception 10
                                                                                        Languages Terran
pursuit or luring victims to their doom with misdirection                               Challenge 5 (1,800 XP)
and disguise.
                                                                                        Earth Glide. The elemental can burrow through nonmagical,
Draft Horse                                                                             unworked earth and stone. While doing so, the elemental
Large beast, unaligned                                                                  doesn’t disturb the material it moves through.
Armor Class 10                                                                          Siege Monster. The elemental deals double damage to objects
Hit Points 19 (3d10 + 3)                                                                and structures.
Speed 40 ft.
                                                                                        Actions
   STR        DEX         CON           INT          WIS           CHA                  Multiattack. The elemental makes two slam attacks.
                                                                                        Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
                                                                                        Hit: 14 (2d8 + 5) bludgeoning damage.
Senses passive Perception 10
Languages —                                                                             An earth elemental plods forward like a walking hill,
Challenge 1/4 (50 XP)                                                                   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.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
Senses passive Perception 10                                                         Damage Resistances bludgeoning, piercing, and slashing from
Languages —                                                                           nonmagical weapons
Challenge 4 (1,100 XP)                                                               Damage Immunities
                                                                                     Condition Immunities exhaustion, grappled, paralyzed,
Trampling Charge. If the elephant moves at least 20 feet                             Senses darkvision 60 ft., passive Perception 10
straight toward a creature and then hits it with a gore attack                       Languages Ignan
on the same turn, that target must succeed on a DC 12                                Challenge 5 (1,800 XP)
Strength saving throw or be knocked prone. If the target is
prone, the elephant can make one stomp attack against it as a
bonus action.                                                                        Fire Form. The elemental can move through a space as narrow
                                                                                     as 1 inch wide without squeezing. A creature that touches the
Actions                                                                              elemental or hits it with a melee attack while within 5 feet of
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 18 (3d8 + 5) piercing damage.
                                                                                     enters a creature’s space on a turn, that creature takes 5 (1d10)
Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone
creature. Hit: 21 (3d10 + 5) bludgeoning damage.
                                                                                     start of each of its turns.
Actions
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) bludgeoning damage.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone
creature. Hit: 8 (2d4 + 3) bludgeoning damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
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                                                                    Damage Immunities
Senses passive Perception 16                                                         Condition Immunities charmed, frightened,
Languages Giant                                                                        paralyzed, poisoned
Challenge 9 (5,000 XP)                                                               Senses darkvision 60 ft., passive Perception 12
                                                                                     Languages Common
                                                                                     Challenge 4 (1,100 XP)
Actions
Multiattack. The giant makes two greatsword attacks.                                 Illumination.
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.
                                                                                     Actions
                                                                                     Multiattack.
                                                                                     Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft., one target.
                                                                                     Hit:
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
Damage Immunities lightning, poison; bludgeoning,                                   Senses blindsight 10 ft., passive Perception 11
 piercing, and slashing from nonmagical weapons that                                Languages —
 aren’t adamantine                                                                  Challenge 1/8 (25 XP)
Condition Immunities charmed, exhaustion, frightened,
Senses darkvision 60 ft., passive Perception 10                                     Flyby. The snake doesn’t provoke opportunity attacks when it
Languages understands the languages of its creator
  but can’t speak
Challenge 5 (1,800 XP)                                                              Actions
                                                                                    Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
                                                                                    Hit: 1 piercing damage plus 7 (3d4) poison damage.
Berserk. Whenever the golem starts its turn with 40 hit points
or fewer, roll a d6. On a 6, the golem goes berserk. On each of                     A              is a brightly colored, winged serpent
its turns while berserk, the golem attacks the nearest creature                     found in remote jungles.
it can see. If no creature is near enough to move to and attack,
the golem attacks an object, with preference for an object
smaller than itself. Once the golem goes berserk, it continues                      Flying Sword
to do so until it is destroyed or regains all its hit points.                       Small construct, unaligned
   The golem’s creator, if within 60 feet of the berserk golem,
                                                                                    Armor Class 17 (natural armor)
golem must be able to hear its creator, who must take an                            Hit Points 17 (5d6)
action to make a DC 15 Charisma (Persuasion) check. If the                          Speed
check succeeds, the golem ceases being berserk. If it takes
damage while still at 40 hit points or fewer, the golem might go                        STR           DEX           CON         INT   WIS    CHA
berserk again.
Aversion of Fire.                                                                   Saving Throws Dex +4
disadvantage on attack rolls and ability checks until the end of                    Damage Immunities poison, psychic
its next turn.                                                                      Condition Immunities blinded, charmed, deafened, frightened,
Immutable Form.                                                                     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 —
                                                                                    Challenge 1/4 (50 XP)
lightning damage, it takes no damage and instead regains a
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                  If targeted by dispel magic, the
                                                                                    sword must succeed on a Constitution saving throw against the
Magic Weapons. The golem’s weapon attacks are magical.                              caster’s spell save DC or fall unconscious for 1 minute.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
Skills Perception +1, Stealth +3                                                      Damage Resistances bludgeoning, piercing, and slashing from
Senses darkvision 30 ft., passive Perception 11                                         nonmagical weapons that aren’t adamantine
Languages —                                                                           Damage Immunities poison
Challenge 0 (0 XP)                                                                    Condition Immunities
                                                                                      Senses darkvision 60 ft., passive Perception 10
                                                                                      Languages Terran
Amphibious. The frog can breathe air and water.                                       Challenge 2 (450 XP)
Standing Leap. The frog’s long jump is up to 10 feet and its
high jump is up to 5 feet, with or without a running start.                           False Appearance. While the gargoyle remains motionless, it is
A frog                                                                                indistinguishable from an inanimate statue.
insects and typically dwells near water, in trees, or
underground.
                                                                                      Actions
                                                                                      Multiattack. The gargoyle makes two attacks: one with its bite
                                                                                      and one with its claws.
Frost Giant                                                                           Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Huge giant, neutral evil
                                                                                      Hit: 5 (1d6 + 2) piercing damage.
Armor Class 15 (patchwork armor)                                                      Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit Points 138 (12d12 + 60)                                                           Hit: 5 (1d6 + 2) slashing damage.
Speed 40 ft.
                                                                                      These malevolent creatures of elemental earth resemble
   STR         DEX         CON        INT          WIS           CHA
                                                                                      masonry and ruins, delighting in the terror it creates
                                                                                      when it breaks from its suspended pose.
Saving Throws Con +8, Wis +3, Cha +4
Skills Athletics +9, Perception +3
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.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
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
Multiattack. The badger makes two attacks: one with its bite                         be knocked prone.
and one with its claws.                                                              Relentless (Recharges after a Short or Long Rest). If the boar
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.                       takes 10 damage or less that would reduce it to 0 hit points, it
Hit: 4 (1d6 + 1) piercing damage.                                                    is reduced to 1 hit point instead.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.                      Actions
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
Large beast, unaligned
                                                                                     Giant Centipede
                                                                                     Small beast, unaligned
Armor Class 13
Hit Points 22 (4d10)
                                                                                     Armor Class 13 (natural armor)
Speed
                                                                                     Hit Points 4 (1d6 + 1)
                                                                                     Speed 30 ft., climb 30 ft.
   STR        DEX         CON        INT          WIS           CHA
                                                                                         STR           DEX           CON         INT   WIS    CHA
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.
Keen Hearing. The bat has advantage on Wisdom (Perception)                           Actions
checks that rely on hearing.
                                                                                     Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Actions                                                                              Hit: 4 (1d4 + 2) piercing damage, and the target must succeed
                                                                                     on a DC 11 Constitution saving throw or take 10 (3d6) poison
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.                     damage. If the poison damage reduces the target to 0 hit
Hit: 5 (1d6 + 2) piercing damage.                                                    points, the target is stable but poisoned for 1 hour, even
                                                                                     after regaining hit points, and is paralyzed while poisoned
                                                                                     in this way.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
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
                                                                                     Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
target is grappled (escape DC 16). Until this grapple ends,
                                                                                     Hit: 21 (3d10 + 5) piercing damage, and the target is grappled
the creature is restrained, and the snake can’t constrict
                                                                                     (escape DC 16). Until this grapple ends, the target is
another target.
                                                                                     restrained, and the crocodile can’t bite another target.
                                                                                     Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target
Giant Crab                                                                           not grappled by the crocodile. Hit: 14 (2d8 + 5) bludgeoning
Medium beast, unaligned
                                                                                     damage. If the target is a creature, it must succeed on a DC 16
                                                                                     Strength saving throw or be knocked prone.
Armor Class 15 (natural armor)
Hit Points 13 (3d8)
Speed 30 ft., swim 30 ft.                                                            Giant Eagle
                                                                                     Large beast, neutral good
   STR       DEX          CON        INT          WIS           CHA
                                                                                     Armor Class 13
                                                                                     Hit Points 26 (4d10 + 4)
Skills Stealth +4                                                                    Speed
Senses blindsight 30 ft., passive Perception 9
Languages —                                                                              STR           DEX           CON         INT   WIS   CHA
Challenge 1/8 (25 XP)
Amphibious. The crab can breathe air and water.                                      Skills Perception +4
                                                                                     Senses passive Perception 14
Actions                                                                              Languages Giant Eagle, understands Common and Auran but
                                                                                       can’t speak them
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.                       Challenge 1 (200 XP)
Hit: 4 (1d6 + 1) bludgeoning damage, and the target is
grappled (escape DC 11). The crab has two claws, each of
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.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone                        Swallow. The frog makes one bite attack against a Small or
creature. Hit: 22 (4d8 + 4) bludgeoning damage.                                       smaller target it is grappling. If the attack hits, the target is
                                                                                      swallowed, and the grapple ends. The swallowed target is
                                                                                      blinded and restrained, it has total cover against attacks and
Giant Fire Beetle                                                                     at the start of each of the frog’s turns. The frog can have only
Small beast, unaligned
                                                                                      one target swallowed at a time.
Armor Class 13 (natural armor)                                                          If the frog dies, a swallowed creature is no longer restrained
Hit Points 4 (1d6 + 1)                                                                by it and can escape from the corpse using 5 feet of movement,
Speed 30 ft.                                                                          exiting prone.
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.
                                                                                      Actions
                                                                                      Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
                                                                                      Hit: 8 (2d4 + 3) bludgeoning damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
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.
                                                                                                               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
                                                                                     Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one
Giant Lizard                                                                         target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a
Large beast, unaligned                                                               creature, it is grappled (escape DC 16). Until this grapple ends,
                                                                                     the target is restrained, and the octopus can’t use its tentacles
Armor Class 12 (natural armor)                                                       on another target.
Hit Points 19 (3d10 + 3)
Speed 30 ft., climb 30 ft.                                                           Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-
                                                                                     radius cloud of ink extends all around the octopus if it is
   STR        DEX        CON         INT          WIS           CHA                  underwater. The area is heavily obscured for 1 minute,
                                                                                     releasing the ink, the octopus can use the Dash action as a
Senses darkvision 30 ft., passive Perception 10                                      bonus action.
Languages —
Challenge 1/4 (50 XP)
                                                                                     Giant Owl
                                                                                     Large beast, neutral
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.                       Armor Class 12
Hit: 6 (1d8 + 2) piercing damage.                                                    Hit Points 19 (3d10 + 3)
                                                                                     Speed
Giant lizards are fearsome predators often used as
mounts or draft animals by reptilian humanoids and                                       STR           DEX           CON         INT   WIS   CHA
residents of the Underdark.
                                                                                     Actions
                                                                                     Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
                                                                                     Hit: 8 (2d6 + 1) slashing damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
                                                                                       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.
                                                                                       Hit: 7 (1d10 + 2) piercing damage, and the target must make
Small beast, unaligned
                                                                                       a DC 12 Constitution saving throw, taking 22 (4d10) poison
                                                                                       damage on a failed save, or half as much damage on a
Armor Class 12
                                                                                       successful one.
Hit Points 7 (2d6)
Speed 30 ft.
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.
Armor Class 14 (natural armor)                                                       Swallow. The toad makes one bite attack against a Medium
Hit Points 26 (4d10 + 4)                                                             or smaller target it is grappling. If the attack hits, the target
Speed 30 ft., climb 30 ft.                                                           is swallowed, and the grapple ends. The swallowed target
                                                                                     is blinded and restrained, it has total cover against attacks
   STR        DEX        CON         INT          WIS           CHA
                                                                                     damage at the start of each of the toad’s turns. The toad can
                                                                                     have only one target swallowed at a time.
Skills Stealth +7                                                                      If the toad dies, a swallowed creature is no longer restrained
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10                   by it and can escape from the corpse using 5 feet of movement,
Languages —                                                                          exiting prone.
Challenge 1 (200 XP)
Spider Climb.
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
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
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
Multiattack. The vulture makes two attacks: one with its beak                          Giant Wolf Spider
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
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 —
Medium beast, unaligned                                                                Challenge 1/4 (50 XP)
Armor Class 12
                                                                                       Spider Climb.
Hit Points 13 (3d8)
                                                                                       upside down on ceilings, without needing to make an
Speed
                                                                                       ability check.
   STR         DEX          CON        INT          WIS           CHA                  Web Sense. While in contact with a web, the spider knows
                                                                                       the exact location of any other creature in contact with
                                                                                       the same web.
Senses passive Perception 10
Languages —                                                                            Web Walker. The spider ignores movement restrictions
Challenge 1/2 (100 XP)                                                                 caused by webbing.
                                                                                       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
                                                                                       Giant wolf spiders hunt prey across open ground or
in this way.
                                                                                       hide in burrows or crevices to attack from ambush.
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
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                         Goblins are small, black-hearted humanoids that lair
melee attack.                                                                        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
without warning, slaughtering their victims and                                      Grick
                                                                                     Medium monstrosity, neutral
   STR        DEX         CON           INT          WIS           CHA                    A target that successfully saves is immune to this harpy’s
                                                                                        song for the next 24 hours.
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 can take
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
Armor Class 13 (natural armor)                                                            STR           DEX           CON         INT   WIS    CHA
Hit Points 105 (10d12 + 40)
Speed 40 ft.
                                                                                      Senses darkvision 60 ft., passive Perception 10
   STR         DEX         CON        INT          WIS           CHA                  Languages Common, Goblin
                                                                                      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
Challenge 5 (1,800 XP)                                                                if that creature is within 5 feet of an ally of the hobgoblin that
                                                                                      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
                                                                                      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.
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.
Water Breathing. The shark can breathe only underwater.                              Skills Perception +3
                                                                                     Senses passive Perception 13
Actions                                                                              Languages —
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.                       Challenge 0 (10 XP)
Hit: 13 (2d8 + 4) piercing damage.
A hunter shark is 15 to 20 feet long, and usually hunts                              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
alone in deep waters.
                                                                                     the creature and the ally isn’t incapacitated.
Hydra                                                                                Actions
Huge monstrosity, unaligned                                                          Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
                                                                                     Hit: 3 (1d6) piercing damage.
Armor Class 15 (natural armor)
Hit Points 172 (15d12 + 75)
Speed 30 ft., swim 30 ft.                                                            Jackal
                                                                                     Small beast, unaligned
   STR        DEX        CON         INT          WIS           CHA
                                                                                     Armor Class 12
                                                                                     Hit Points 3 (1d6)
Skills Perception +6                                                                 Speed 40 ft.
Senses darkvision 60 ft., passive Perception 16
Languages —                                                                              STR           DEX           CON         INT   WIS       CHA
Challenge 8 (3,900 XP)
                                                                                     Skills Perception +3
Hold Breath. The hydra can hold its breath for 1 hour.
                                                                                     Senses passive Perception 13
Multiple Heads.                                                                      Languages —
than one head, the hydra has advantage on saving throws                              Challenge 0 (10 XP)
against being blinded, charmed, deafened, frightened,
stunned, and knocked unconscious.                                                    Keen Hearing and Smell. The jackal has advantage on Wisdom
  Whenever the hydra takes 25 or more damage in a single                             (Perception) checks that rely on hearing or smell.
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                   Pack Tactics. The jackal has advantage on an attack roll against
                                                                                     a creature if at least one of the jackal’s allies is within 5 feet of
since its last turn. The hydra regains 10 hit points for each head                   the creature and the ally isn’t incapacitated.
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.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
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,
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.                        that target must succeed on a DC 13 Strength saving throw or
Hit: 21 (5d6 + 4) piercing damage.                                                    be knocked prone. If the target is prone, the lion can make one
                                                                                      bite attack against it as a bonus action.
Kobold                                                                                Running Leap. With a 10-foot running start, the lion can long
                                                                                      jump up to 25 feet.
Small humanoid (kobold), lawful evil
Armor Class 12
                                                                                      Actions
Hit Points                                                                            Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Speed 30 ft.                                                                          Hit: 7 (1d8 + 3) piercing damage.
                                                                                      Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
   STR        DEX        CON           INT         WIS           CHA
                                                                                      Hit: 6 (1d6 + 3) slashing damage.
Actions                                                                              Tail Spike Regrowth. The manticore has twenty-four tail spikes.
Multiattack. The lizardfolk makes two melee attacks, each one
Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone                                  are impressive hounds prized by humanoids
creature. Hit: 29 (4d10 + 7) bludgeoning damage.                                     for their loyalty and keen senses.
  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                            Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft.
the saving throw fails by 5 or more, the creature is instantly                         or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage,
                                                                                       or 4 (1d8) piercing damage if used with two hands to make a
turn to stone and is restrained. The restrained creature must                          melee attack.
repeat the saving throw at the end of its next turn, becoming
                                                                                       Merfolk are aquatic humanoids with the lower body of a
                                                           greater
restoration spell or other magic.
  Unless surprised, a creature can avert its eyes to avoid the
saving throw at the start of its turn. If the creature does so, it
                                                                                       Minotaur
                                                                                       Large monstrosity, chaotic evil
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
                                                                                       Armor Class 14 (natural armor)
meantime, it must immediately make the save.
                                                                                       Hit Points 76 (9d10 + 27)
                                                                                       Speed 40 ft.
within 30 feet of it and in an area of bright light, the medusa is,
                                                                                           STR           DEX           CON          INT       WIS       CHA
Actions
Multiattack. The medusa makes either three melee attacks—                              Skills Perception +7
one with its snake hair and two with its shortsword—or two                             Senses darkvision 60 ft., passive Perception 17
ranged attacks with its longbow.                                                       Languages Abyssal
                                                                                       Challenge 3 (700 XP)
Snake Hair. Melee Weapon Attack: +5 to hit, reach 5 ft., one
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
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600                                be pushed up to 10 feet away and knocked prone.
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
                                                                                       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.
                                                                                     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)
                                                                                     Speed 30 ft.
Beast of Burden. The mule is considered to be a Large animal
for the purpose of determining its carrying capacity.
                                                                                         STR           DEX           CON         INT   WIS      CHA
Sure-Footed. The mule has advantage on Strength and
knock it prone.                                                                      Skills Arcana +3, Insight +4, Perception +2, Stealth +5
                                                                                     Senses truesight 120 ft., passive Perception 12
Actions                                                                              Languages Undercommon
Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.                     Challenge 2 (450 XP)
Hit: 4 (1d4 + 2) bludgeoning damage.
                                                                                     Keen Sight. The nothic has advantage on Wisdom (Perception)
                                                                                     checks that rely on sight.
Mummy
Medium undead, lawful evil                                                           Actions
                                                                                     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
                                                                                     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
                                                                                     Weird Insight. The nothic targets one creature it can see within
Damage Resistances bludgeoning, piercing, and slashing from
                                                                                     30 feet of it. The target must contest its Charisma (Deception)
  nonmagical weapons
Damage Immunities necrotic, poison                                                   check against the nothic’s Wisdom (Insight) check. If the
Condition Immunities charmed, exhaustion, frightened,                                nothic wins, it magically learns one fact or secret about
  paralyzed, poisoned                                                                the target. The target automatically wins if it is immune to
Senses darkvision 60 ft., passive Perception 10                                      being charmed.
Languages the languages it knew in life
                                                                                     A nothic is a monstrous creature with terrible talons and
Challenge 3 (700 XP)
                                                                                     a single great eye. When driven to violence, it uses its
Actions
Multiattack. The mummy can use its Dreadful Glare and
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
                                                                                     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.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
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
                                                                                     A monstrous cross between giant owl and bear, an
slaying any humanoids that stand against them.
                                                                                     owlbear’s reputation for ferocity and aggression makes
                                                                                     it one of the most feared predators of the wild.
Owl
Tiny beast, unaligned
                                                                                     Panther
                                                                                     Medium beast, unaligned
Armor Class 11
Hit Points
Speed                                                                                Armor Class 12
                                                                                     Hit Points 13 (3d8)
                                                                                     Speed 50 ft., climb 40 ft.
   STR        DEX       CON           INT         WIS           CHA
                                                                                         STR           DEX           CON         INT   WIS    CHA
Skills Perception +3, Stealth +3
Senses darkvision 120 ft., passive Perception 13
Languages —                                                                          Skills Perception +4, Stealth +6
Challenge 0 (10 XP)                                                                  Senses passive Perception 14
                                                                                     Languages —
                                                                                     Challenge 1/4 (50 XP)
Flyby. The owl doesn’t provoke opportunity attacks when it
                                                                                     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.
  STR         DEX         CON         INT           WIS           CHA                       STR           DEX           CON         INT   WIS   CHA
 18 (+4)     15 (+2)     16 (+3)     10 (+0)       15 (+2)       13 (+1)
Saving Throws Dex +4, Wis +4, Cha +3                                                    Skills Perception +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
Challenge 2 (450 XP)
                                                                                        Hold Breath. The plesiosaurus can hold its breath for 1 hour.
Actions                                                                                 Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.                        Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage.                                                   Hit: 14 (3d6 + 4) piercing damage.
The white winged horses known as pegasi soar through                                    This predatory marine reptile and cousin to the
the skies, a vision of grace and majesty.                                               dinosaurs attacks any creature it encounters. Its long,
Phase Spider
                                                                                        powerful bite.
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.
Armor Class 13 (natural armor)                                                       Keen Smell. The rat has advantage on Wisdom (Perception)
Hit Points 13 (3d8)                                                                  checks that rely on smell.
Speed
                                                                                     Actions
   STR        DEX         CON        INT          WIS           CHA                  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)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
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.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
                                                                                      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: +2 to hit, reach 5 ft., one target.
the creature and the ally isn’t incapacitated.                                        Hit: 8 (2d4 + 3) bludgeoning damage.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) piercing damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
                                                                                        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
bite attack against it as a bonus action.                                               Sea Horse
                                                                                        Tiny beast, unaligned
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.                          Armor Class 11
Hit: 10 (1d10 + 5) piercing damage.                                                     Hit Points
                                                                                        Speed 0 ft., swim 20 ft.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) slashing damage.                                                          STR           DEX           CON         INT   WIS   CHA
  STR
 12 (+1)
              DEX
             16 (+3)
                          CON
                         11 (+0)
                                       INT
                                      12 (+1)
                                                    WIS
                                                   10 (+0)
                                                                  CHA
                                                                 14 (+2)                Skeleton
                                                                                        Medium undead, lawful evil
Skills Perception +2, Performance +6, Stealth +5
Senses passive Perception 12                                                            Armor Class 13 (armor scraps)
Languages Common, Elvish, Sylvan                                                        Hit Points 13 (2d8 + 4)
Challenge 1/2 (100 XP)                                                                  Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
Reactions                                                                            Actions
                   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
A spectator is a lesser type of beholder—a foul and                                  the target or the target dies. A creature, including the target,
                                                                                     can use its action to detach the stirge.
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.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
Damage Immunities poison, psychic; bludgeoning,                                      Damage Resistances bludgeoning, piercing, slashing
 piercing, and slashing from nonmagical weapons that                                 Condition Immunities charmed, frightened, paralyzed,
 aren’t adamantine
Condition Immunities charmed, exhaustion, frightened,                                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
  but can’t speak
Challenge 10 (5,900 XP)                                                              Echolocation. The swarm can’t use its blindsight
                                                                                     while deafened.
Magic Resistance. The golem has advantage on saving throws                           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 bat. The swarm can’t regain hit points or
Magic Weapons. The golem’s weapon attacks are magical.                               gain temporary hit points.
Actions                                                                              Actions
Multiattack. The golem makes two slam attacks.                                       Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature
                                                                                     in the swarm’s space. Hit: 5 (2d4) piercing damage, or 2 (1d4)
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
                                                                                     piercing damage if the swarm has half of its hit points or fewer.
Hit: 19 (3d8 + 6) bludgeoning damage.
Slow (Recharge 5–6). The golem targets one or more creatures
it can see within 10 feet of it. Each target must make a DC 17                       Swarm of Insects
Wisdom saving throw against this magic. On a failed save, a                          Medium swarm of Tiny beasts, unaligned
target can’t use reactions, its speed is halved, and it can’t make
more than one attack on its turn. In addition, the target can                        Armor Class 12 (natural armor)
take either an action or a bonus action on its turn, not both.                       Hit Points 22 (5d8)
                                                                                     Speed 20 ft., climb 20 ft.
                                                                                     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.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
Damage Resistances bludgeoning, piercing, slashing                                    Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, paralyzed,                                  Condition Immunities charmed, frightened, paralyzed,
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
                                                                                      Swarm. The swarm can occupy another creature’s space and
gain temporary hit points.
                                                                                      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.
                                                                                      Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one target in
The target must make a DC 10 Constitution saving throw,
                                                                                      the swarm’s space. Hit: 7 (2d6) piercing damage, or 3 (1d6)
taking 14 (4d6) poison damage on a failed save, or half as
                                                                                      piercing damage if the swarm has half of its hit points or fewer.
much damage on a successful one.
                                                                                      Armor Class 12
Armor Class 13
                                                                                      Hit Points
Hit Points
                                                                                      Speed
Speed 0 ft., swim 40 ft.
                                                                                          STR           DEX           CON         INT   WIS   CHA
   STR        DEX          CON        INT          WIS           CHA
                                                                                      Skills Perception +5
Damage Resistances bludgeoning, piercing, slashing
                                                                                      Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, paralyzed,
                                                                                      Condition Immunities charmed, frightened, paralyzed,
Senses darkvision 60 ft., passive Perception 8
                                                                                      Senses passive Perception 15
Languages —
                                                                                      Languages —
Challenge 1 (200 XP)
                                                                                      Challenge 1/4 (50 XP)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
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,
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.
                                                                                     Hit: 11 (2d6 + 4) slashing damage.
Triceratops                                                                          Fearsome green-skinned giants, trolls eat anything they
Huge beast, unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
Vulture
Medium beast, unaligned
Armor Class 10
Hit Points 5 (1d8 + 1)
Speed
Skills Perception +3
Senses passive Perception 13
Languages —
Challenge 0 (10 XP)
Actions
Beak. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) piercing damage.
Actions                                                                                 Wolf
                                                                                        Medium beast, unaligned
Multiattack. The wight makes two longsword attacks or
two longbow attacks. It can use its Life Drain in place of one
                                                                                        Armor Class 13 (natural armor)
longsword attack.
                                                                                        Hit Points 11 (2d8 + 2)
Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one                            Speed 40 ft.
creature. Hit: 5 (1d6 + 2) necrotic damage. The target must
succeed on a DC 13 Constitution saving throw or its hit point                               STR           DEX           CON         INT   WIS       CHA
maximum is reduced by an amount equal to the damage taken.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
Armor Class 13 (natural armor)                                                         Chilling Gaze. The yeti targets one creature it can see within 30
Hit Points 110 (13d10 + 39)                                                            feet of it. If the target can see the yeti, the target must succeed
Speed                                                                                  on a DC 13 Constitution saving throw against this magic or
                                                                                       take 10 (3d6) cold damage and then be paralyzed for 1 minute,
   STR         DEX        CON          INT          WIS           CHA                  unless it is immune to cold damage. The target can repeat the
  STR         DEX            CON          INT          WIS           CHA                       STR           DEX           CON         INT   WIS   CHA
 19 (+4)     12 (+1)        17 (+3)      16 (+3)      13 (+1)       15 (+2)
Saving Throws Dex +4, Con +6, Wis +4, Cha +5                                               Saving Throws Wis +0
Skills Deception +5, Perception +7, Stealth +4                                             Damage Immunities poison
Damage Immunities poison                                                                   Condition Immunities poisoned
Condition Immunities poisoned                                                              Senses darkvision 60 ft., passive Perception 8
Senses blindsight 30 ft., darkvision 120 ft., passive                                      Languages understands the languages it knew in life
  Perception 17                                                                              but can’t speak
Languages Common, Draconic                                                                 Challenge 1/4 (50 XP)
Challenge 8 (3,900 XP)
                                                                                           Undead Fortitude. If damage reduces the zombie to 0 hit
Amphibious. The dragon can breathe air and water.                                          points, it must make a Constitution saving throw with a DC
                                                                                           of 5 + the damage taken, unless the damage is radiant or
Actions                                                                                    from a critical hit. On a success, the zombie drops to 1 hit
Multiattack. The dragon makes three attacks: one with its bite                             point instead.
and two with its claws.
                                                                                           Actions
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one
                                                                                           Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6)
                                                                                           Hit: 4 (1d6 + 1) bludgeoning damage.
poison damage.
                                                                                           Undead zombies move with a jerky, uneven gait. They
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.
                                                                                           are clad in the moldering apparel they wore when put to
                                                                                           rest, and carry the stench of decay.
Poison Breath (Recharge 5–6). The dragon exhales poisonous
gas in a 30-foot cone. Each creature in that area must make
a DC 14 Constitution saving throw, taking 42 (12d6) poison
damage on a failed save, or half as much damage on a
successful one.
                                                                                      Berserker
challenge rating.
  A few magic items are described in this document.
                                                                                      Medium humanoid (any race), any chaotic alignment
Acolyte                                                                               Armor Class 13 (hide armor)
Medium humanoid (any race), any alignment
                                                                                      Hit Points 67 (9d8 + 27)
                                                                                      Speed 30 ft.
Armor Class 10
Hit Points 9 (2d8)
Speed 30 ft.                                                                              STR           DEX           CON          INT       WIS       CHA
Commoners include peasants, serfs, slaves, servants,                                  Saving Throws Con +4, Wis +2
pilgrims, merchants, artisans, and hermits.                                           Senses passive Perception 10
                                                                                      Languages any one language (usually Common)
                                                                                      Challenge 3 (700 XP)
Cultist
Medium humanoid (any race), any non-good alignment
                                                                                      Brave. The knight has advantage on saving throws against
                                                                                      being frightened.
Armor Class 12 (leather armor)
Hit Points 9 (2d8)
Speed 30 ft.
                                                                                      Actions
                                                                                      Multiattack. The knight makes two melee attacks.
  STR        DEX        CON         INT           WIS           CHA
                                                                                      Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
 11 (+0)    12 (+1)    10 (+0)     10 (+0)       11 (+0)       10 (+0)
                                                                                      target. Hit: 10 (2d6 + 3) slashing damage.
Skills Deception +2, Religion +2                                                      Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range
Senses passive Perception 10                                                          100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Languages any one language (usually Common)
Challenge 1/8 (25 XP)                                                                 Leadership (Recharges after a Short or Long Rest). For 1
                                                                                      minute, the knight can utter a special command or warning
                                                                                      whenever a nonhostile creature that it can see within 30 feet of
Dark Devotion. The cultist has advantage on saving throws                             it makes an attack roll or a saving throw. The creature can add
against being charmed or frightened.                                                  a d4 to its roll provided it can hear and understand the knight.
Actions
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one
creature. Hit: 4 (1d6 + 1) slashing damage.                                           Reactions
Cultists swear allegiance to dark powers, and often                                   Parry. The knight adds 2 to its AC against one melee attack that
                                                                                      would hit it. To do so, the knight must see the attacker and be
show signs of insanity in their beliefs and practices.
                                                                                      wielding a melee weapon.
Skills Perception +2
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 1/8 (25 XP)
Spellcasting. The mage is a 9th-level spellcaster. Its                                    STR           DEX           CON           INT       WIS       CHA
spellcasting ability is Intelligence (spell save DC 14, +6 to                            15 (+2)       11 (+0)       14 (+2)       10 (+0)   10 (+0)   11 (+0)
hit with spell attacks). The mage has the following wizard
spells prepared:                                                                       Skills Intimidation +2
                                                                                       Senses passive Perception 10
Cantrips (at will):         , light, mage hand, prestidigitation                       Languages any one language (usually Common)
1st level (4 slots): detect magic, mage armor, magic                                   Challenge 1/2 (100 XP)
  missile, shield
2nd level (3 slots): misty step, suggestion
3rd level (3 slots): counterspell,           ,                                         Pack Tactics. The thug has advantage on an attack roll against
4th level (3 slots): greater invisibility, ice storm                                   a creature if at least one of the thug’s allies is within 5 feet of
5th level (1 slot): cone of cold                                                       the creature and the ally isn’t incapacitated.
Actions                                                                                Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or                       Multiattack. The thug makes two melee attacks.
range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.                         Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Mages spend their lives in the study and                                               Hit: 5 (1d6 + 2) bludgeoning damage.
practice of magic.                                                                     Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range
                                                                                       100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Priest                                                                                 Thugs are ruthless enforcers skilled at intimidation and
Medium humanoid (any race), any alignment                                              violence. They work for money and have few scruples.
Armor Class 13 (chain shirt)
Hit Points 27 (5d8 + 5)
Speed 25 ft.
Combat Encounter Difficulty                                                        For example, if your party includes three 3rd-level
                                                                                 characters and one 2nd-level character, the party’s
  Easy. An easy encounter doesn’t tax the characters’                            totaled XP thresholds would be as follows:
resources or put them in serious peril. They might lose
a few hit points, but victory is pretty much guaranteed.                         Easy: 275 XP (75 + 75 + 75 + 50)
  Medium. A medium encounter usually has one or                                  Medium: 550 XP (150 + 150 + 150 + 100)
two scary moments for the players, but the characters                            Hard: 825 XP (225 + 225 + 225 + 150)
should emerge victorious with no casualties. One or                              Deadly: 1,400 XP (400 + 400 + 400 + 200)
more of them might need to use healing resources.
  Hard. A hard encounter could go badly for the
                                                                                 encounter in your adventure.
adventurers. Weaker characters might get taken out
                                                                                   3. Total the Monsters’ XP. Add up the XP for all of
                                                                                 the monsters in the encounter. Every monster has an XP
characters might die.
                                                                                 value in its stat block.
  Deadly. A deadly encounter could be lethal for one or
                                                                                   4. Modify Total XP for Multiple Monsters. If the
more player characters. Survival often requires good
                                                                                 encounter includes more than one monster, apply
tactics and quick thinking, and the party risks defeat.
                                                                                 a multiplier to the monsters’ total XP. The more
                                                                                 monsters there are, the more attack rolls you’re making
XP Thresholds by Character Level                                                 against the characters in a given round, and the more
                                                                                 dangerous the encounter becomes. To correctly gauge
  Character
    Level       Easy      Medium           Hard           Deadly                 the monsters in the encounter by the value given in the
     1st          25         50              75             100                  Encounter Multipliers table.
     2nd          50        100             150             200                    For example, if an encounter includes four monsters
     3rd          75        150             225             400                  worth a total of 500 XP, you would multiply the total XP
     4th         125        250             375             500                  of the monsters by 2, for an adjusted value of 1,000 XP.
                                                                                 This adjusted value is not what the monsters are worth
     5th         250        500             750            1,100
                                                                                 in terms of XP; the adjusted value’s only purpose is to
     6th         300        600             900            1,400
     7th         350        750            1,100           1,700
                                                                                    When making this calculation, don’t count any
     8th         450        900            1,400           2,100
     9th         550       1,100           1,600          2,400                  the average challenge rating of the other monsters in the
    10th         600       1,200           1,900          2,800
    11th         800       1,600           2,400          3,600
    12th        1,000      2,000           3,000          4,500
    13th        1,100      2,200           3,400           5,100                 Encounter Multipliers
    14th        1,250      2,500           3,800           5,700                     Number of                               Number of
    15th        1,400      2,800           4,300          6,400                      Monsters            Multiplier           Monsters    Multiplier
    16th        1,600      3,200           4,800           7,200                        1                ×1                     7–10      × 2.5
    17th        2,000      3,900           5,900          8,800                         2                × 1.5                 11–14      ×3
    18th        2,100      4,200           6,300           9,500                       3–6               ×2                  15 or more   ×4
    19th        2,400      4,900           7,300          10,900
    20th        2,800      5,700           8,500          12,700                   5. Compare XP. Compare the monsters’ adjusted XP
                                                                                 value to the party’s XP thresholds. The closest threshold
Evaluating Encounter Difficulty                                                  that is lower than the adjusted XP value of the monsters
budget that you can spend on monsters to build easy,                                 Modifying Encounter Difficulty
medium, hard, and deadly encounters. Just remember                                   An encounter can be made easier or harder based on
that groups of monsters eat up more of that budget than                              the choice of location and the situation.
their base XP values would indicate (see step 4).
  For example, using the party from step 2, you can                                  (from easy to medium, for example) if the characters
build a medium encounter by making sure that the
adjusted XP value of the monsters is at least 550 XP
(the party’s threshold for a medium encounter) and
no more than 825 XP (the party’s threshold for a hard                                pushes the encounter one step in the appropriate
encounter). A single monster of challenge rating 3 (such
as a manticore or owlbear) is worth 700 XP, so that’s                                drawback, the two cancel each other out.
one possibility. If you want a pair of monsters, each                                  Situational drawbacks include the following:
one will count for 1.5 times its base XP value. A pair of
                                                                                     •   The whole party is surprised, and the enemy isn’t.
dire wolves (worth 200 XP each) have an adjusted XP
                                                                                     •   The enemy has cover, and the party doesn’t.
value of 600, making them a medium encounter for the
                                                                                     •   The characters are unable to see the enemy.
party as well.
                                                                                     •   The characters are taking damage every round from
  To assist with this approach, appendix B in the
Dungeon Master’s Guide presents a list of all monsters
                                                                                       enemy isn’t.
in the Monster Manual organized by challenge rating.
                                                                                     • The characters are hanging from a rope, in the midst
                                                                                                                                                  -
of the monsters included here.
                                                                                         erwise in a situation that greatly hinders their mobility
                                                                                         or makes them sitting ducks.
                                                                                the item has been more than 100 feet away for at least
                                                                                24 hours, if the creature dies, or if another creature
                                                                                attunes to the item. A creature can also voluntarily end
                                                                                attunement by spending another short rest focused on
                                                                                the item, unless the item is cursed.
Armor, +1, +2, or +3                                                              While wearing these gloves, climbing and swimming
Armor (light, medium, or heavy), rare (+1), very rare (+2),                       don’t cost you extra movement, and you gain a +5 bonus
or legendary (+3)                                                                 to Strength (Athletics) checks made to climb or swim.
You have a bonus to AC while wearing this armor. The                              Goggles of Night
bonus is determined by its rarity.                                                Wondrous item, uncommon
Bag of Holding                                                                    While wearing these dark lenses, you have darkvision
Wondrous item, uncommon                                                           out to a range of 60 feet. If you already have darkvision,
                                                                                  wearing the goggles increases its range by 60 feet.
This bag has an interior space considerably larger
than its outside dimensions, roughly 2 feet in diameter                           Headband of Intellect
at the mouth and 4 feet deep. The bag can hold up to                              Wondrous item, uncommon (requires attunement)
500 pounds, not exceeding a volume of 64 cubic feet.
                                                                                  Your Intelligence score is 19 while you wear this
The bag weighs 15 pounds, regardless of its contents.
                                                                                  already 19 or higher.
  If the bag is overloaded, pierced, or torn, it ruptures
and is destroyed, and its contents are scattered in the                           Keoghtom’s Ointment
Astral Plane. If the bag is turned inside out, its contents                       Wondrous item, uncommon
spill forth, unharmed, but the bag must be put right
before it can be used again. Breathing creatures inside                           This glass jar, 3 inches in diameter, contains 1d4 + 1
the bag can survive up to a number of minutes equal                               doses of a thick mixture that smells faintly of aloe. The
to 10 divided by the number of creatures (minimum 1                               jar and its contents weigh 1/2 pound.
                                                                                    As an action, one dose of the ointment can be
  Placing a bag of holding inside an extradimensional                             swallowed or applied to the skin. The creature that
space created by a Heward’s handy haversack, portable                             receives it regains 2d8 + 2 hit points, ceases to be
hole, or similar item instantly destroys both items and                           poisoned, and is cured of any disease.
opens a gate to the Astral Plane. The gate originates                             Potion of Flying
where the one item was placed inside the other. Any
                                                                                  Potion, very rare
creature within 10 feet of the gate is sucked through it
to a random location on the Astral Plane. The gate then
closes. The gate is one-way only and can’t be reopened.                           equal to your walking speed for 1 hour and can hover.
Boots of Striding and Springing                                                   unless you have some other means of staying aloft. This
Wondrous item, uncommon (requires attunement)
While you wear these boots, your walking speed                                    has cloudy white impurities drifting in it.
becomes 30 feet, unless your walking speed is higher,                             Potion of Invisibility
and your speed isn’t reduced if you are encumbered
                                                                                  Potion, very rare
or wearing heavy armor. In addition, you can jump
three times the normal distance, though you can’t jump                            This potion’s container looks empty but feels as though
farther than your remaining movement would allow.                                 it holds liquid. When you drink it, you become invisible
                                                                                  for 1 hour. Anything you wear or carry is invisible with
Cloak of Elvenkind
Wondrous item, uncommon (requires attunement)
                                                                                  Potion of Vitality
While you wear this cloak with its hood up, Wisdom
                                                                                  Potion, very rare
(Perception) checks made to see you have disadvantage,
and you have advantage on Dexterity (Stealth) checks                              When you drink this potion, it removes any exhaustion