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Monsters

2646 of 2646 entries · Showing 951–1000

Geryon

Size

Huge

Type

fiend (devil)

Alignment

lawful evil

Armor Class

19 (natural armor)

Hit Points

300 (24d12 + 144)

Speed

30 ft., fly 50 ft.

Strength

29

Dexterity

17

Constitution

22

Intelligence

19

Wisdom

16

Charisma

23

Saving Throws

Dex +10, Con +13, Wis +10, Cha +13

Skills

Deception +13, Intimidation +13, Perception +10

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered

Damage Immunities

cold, fire, poison

Condition Immunities

charmed, exhaustion, frightened, poisoned

Senses

truesight 120 ft.

Passive Perception

20

Languages

all, telepathy 120 ft.

Challenge Rating

22

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 136, Mordenkainen's Tome of Foes p. 173

Proficiency Bonus

Description

+7

Legendary Resistance (3/Day)

Description

If Geryon fails a saving throw, he can choose to succeed instead.

Magic Resistance

Description

Geryon has advantage on saving throws against spells and other magical effects.

Regeneration

Description

Geryon regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Geryon dies only if he starts his turn with 0 hit points and doesn't regenerate.

Actions

Multiattack

Description

Geryon makes one Claw attack and one Stinger attack.

Claw

Description

Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 23 (4d6 + 9) cold damage. If the target is Large or smaller, it is grappled (DC 24), and it is restrained until the grapple ends. Geryon can grapple one creature at a time. If the target is already grappled by Geryon, the target takes an extra 27 (6d8) cold damage.

Attack

Claw|16|4d6+9

Stinger

Description

Melee Weapon Attack: +16 to hit, reach 20 ft., one creature. Hit: 14 (2d4 + 9) force damage, and the target must succeed on a DC 21 Constitution saving throw or take 13 (2d12) poison damage and become poisoned until it finishes a short or long rest. The target's hit point maximum is reduced by an amount equal to half the poison damage taken. This reduction lasts until the poisoned condition is removed. The target dies if its hit point maximum is reduced to 0.

Attack

Stinger|16|2d4+9

Spellcasting

Description

Geryon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21):

At will: alter self (can become Medium when changing his appearance), detect magic, ice storm, invisibility (self only), locate object, suggestion, wall of ice

1/day: banishment

Teleport

Description

Geryon teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.

Lair Actions

Description

On initiative count 20 (losing initiative ties), Geryon can take one of the following lair actions; he can't take the same lair action two rounds in a row:

Banish. Geryon casts the banishment spell.

Chill Blast. Geryon causes a blast of cold to burst from the ground at a point he can see within 120 feet of him. The cold fills a cube, 10 feet on each side, centered on that point. Each creature in that area must succeed on a DC 21 Constitution saving throw or take 28 (8d6) cold damage.

Hateful Restraints. Geryon targets one creature he can see within 60 feet of him. The target must succeed on a DC 21 Wisdom saving throw or become restrained for 1 minute. The target can end the effect on itself if it deals any damage to one or more of its allies.

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Infernal Glare

Description

Geryon targets one creature he can see within 60 feet of him. The target must succeed on a DC 23 Wisdom saving throw or become frightened of Geryon until the end of its next turn.

Teleport

Description

Geryon uses Teleport.

Swift Sting (Costs 2 Actions)

Description

Geryon makes one Stinger attack.

Spells

alter self, detect magic, ice storm, invisibility, locate object, suggestion, wall of ice, banishment

Ghald

Size

Large

Type

humanoid (sahuagin)

Alignment

lawful evil

Armor Class

15 (natural armor)

Hit Points

102 (12d10+36)

Speed

30 ft., swim 50 ft.

Strength

19

Dexterity

17

Constitution

16

Intelligence

14

Wisdom

13

Charisma

17

Saving Throws

Dex +6, Con +6, Int +5, Wis +4

Skills

Insight +4, Perception +7

Senses

darkvision 120 ft.

Passive Perception

17

Languages

Common, Sahuagin

Challenge Rating

7

Traits

Source

Description

Princes of the Apocalypse p. 209

Assassinate

Description

During its first turn, Ghald has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Ghald scores against a surprised creature is a critical hit.

Limited Amphibiousness

Description

Ghald can breathe air and water, but he needs to be submerged at least once every 4 hours to avoid suffocating.

Shark Telepathy

Description

Ghald can magically command any shark within 120 feet of him, using a limited telepathy.

Sneak Attack

Description

Ghald deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Ghald's that isn't incapacitated and Ghald doesn't have disadvantage on the attack roll.

Attack

Sneak Attack||4d6

Actions

Multiattack

Description

Ghald makes three attacks, one with his bite and two with his shortswords.

Bite

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4+4) piercing damage.

Attack

Bite|7|2d4+4

Shortsword

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6+4) piercing damage.

Attack

Shortsword|7|2d6+4

Garrote

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one Medium or Small creature against which Ghald has advantage on the attack roll. Hit: 9 (2d4+4) bludgeoning damage, and the target is grappled (escape DC 15). Until the grapple ends, the target can't breathe, and Ghald has advantage on attack rolls against it.

Attack

Garrote|7|2d4+4

Ghast

Size

Medium

Type

undead

Alignment

chaotic evil

Armor Class

13

Hit Points

36 (8d8)

Speed

30 ft.

Strength

16

Dexterity

17

Constitution

10

Intelligence

11

Wisdom

10

Charisma

8

Damage Immunities

necrotic

Condition Immunities

poisoned

Senses

darkvision 60 ft.

Passive Perception

10

Languages

Common

Challenge Rating

2

Traits

Source

Description

Monster Manual p. 148

Stench

Description

Any creature that starts its turn within 5 ft. of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.

Turn Defiance

Description

The ghast and any ghouls within 30 ft. of it have advantage on saving throws against effects that turn undead.

Actions

Bite

Description

Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 12 (2d8+3) piercing damage.

Attack

Bite|3|2d8+3

Claws

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Attack

Claws|5|2d6+3

Environment

swamp, underdark, urban

Ghelryn Foehammer

Size

Medium

Type

humanoid (shield dwarf)

Alignment

lawful good

Armor Class

14 (breastplate, shield)

Hit Points

30 (4d8+12)

Speed

25 ft.

Strength

18

Dexterity

7

Constitution

17

Intelligence

10

Wisdom

11

Charisma

11

Skills

Athletics +6, Intimidation +2, Perception +2

Damage Resistances

poison

Passive Perception

12

Languages

Common, Dwarvish

Traits

Source

Description

Storm King's Thunder p. 255

Dwarven Resilience

Description

Ghelryn has advantage on saving throws against poison.

Giant Slayer

Description

Any weapon attack that Ghelryn makes against a giant deals an extra 7 (2d6) damage on a hit.

Roleplaying Information

Description

The blacksmith Ghelryn has a good heart, but he hates orcs and giants — hates them with a fiery passion. He considers it the solemn duty of all dwarves to cave in their skulls!

Ideal: "It is incumbent upon every dwarf to forge a legacy."

Bond: "I stand for Clan Foehammer and all dwarvenkind."

Flaw: "I never run from a fight, especially if it involves killing orcs or giants."

Actions

Multiattack

Description

Ghelryn makes two battleaxe attacks.

Battleaxe

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage, or 9 (1d10+4) slashing damage if used with two hands.

Attack

Battleaxe|6|1d8+4

Battleaxe (Two-Handed)|6|1d10+4

Ghost

Size

Medium

Type

undead

Alignment

any alignment

Armor Class

11

Hit Points

45 (10d8)

Speed

0 ft., fly 40 ft. (hover)

Strength

7

Dexterity

13

Constitution

10

Intelligence

10

Wisdom

12

Charisma

17

Damage Resistances

acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

cold, necrotic, poison

Condition Immunities

charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses

darkvision 60 ft.

Passive Perception

11

Languages

any languages it knew in life

Challenge Rating

4

Traits

Source

Description

Monster Manual p. 147

Ethereal Sight

Description

The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement

Description

The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Withering Touch

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6+3) necrotic damage.

Attack

|5|4d6+3

Etherealness

Description

The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

Horrifying Visage

Description

Each non-undead creature within 60 ft. of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.

Possession (Recharge 6)

Description

One humanoid that the ghost can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.

The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 ft. of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

Environment

underdark, urban

Ghost Dragon

Size

Huge

Type

undead

Alignment

any alignment

Armor Class

10

Hit Points

324 (24d12 + 168)

Speed

40 ft., fly 80 ft. (hover)

Strength

20

Dexterity

10

Constitution

25

Intelligence

16

Wisdom

15

Charisma

19

Saving Throws

Con +13, Wis +8, Cha +10

Skills

Perception +14, Stealth +12

Damage Resistances

bludgeoning, piercing, slashing

Damage Immunities

acid, cold, necrotic, poison

Condition Immunities

charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses

blindsight 60 ft., darkvision 120 ft.

Passive Perception

24

Languages

Common, Draconic, Telepathy 120 ft.

Challenge Rating

17

Traits

Source

Description

Fizban's Treasury of Dragons p. 203

Proficiency Bonus

Description

+6

Incorporeal Movement

Description

The ghost dragon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Legendary Resistance (3/Day)

Description

If the ghost dragon fails a saving throw, it can choose to succeed instead.

Unusual Nature

Description

The ghost dragon doesn't require air, food, drink, or sleep.

Actions

Multiattack

Description

The ghost dragon makes one Bite attack and two Claw attacks.

Bite

Description

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 32 (6d8 + 5) cold damage, and the target's speed is halved until the start of the dragon's next turn.

Attack

Bite|11|6d8+5

Claw

Description

Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) necrotic damage.

Attack

Claw|11|2d8+5

Terrifying Breath (Recharge 6)

Description

The ghost dragon exhales shadowy mist in a 90-foot cone. Each creature in that area must make a DC 21 Constitution saving throw. On a failed save, the creature takes 40 (9d8) cold damage and is frightened of the ghost dragon for 1 minute. On a successful save, the creature takes half as much damage and isn't frightened.

While frightened of the ghost dragon, a creature is paralyzed. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

If a creature's saving throw is successful or the effect ends for it, the creature is immune to this ghost dragon's Terrifying Breath for the next 24 hours.

Ghostblade Eidolon

Size

Medium

Type

undead

Alignment

any alignment

Armor Class

12

Hit Points

55 (10d8+10)

Speed

30 ft.

Strength

16

Dexterity

15

Constitution

12

Intelligence

13

Wisdom

12

Charisma

14

Skills

Acrobatics +5, Athletics +6, Perception +4

Passive Perception

14

Languages

the languages it knew in life

Challenge Rating

5

Damage Resistances

necrotic; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

poison

Condition Immunities

charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, restrained

Traits

Source

Description

Mythic Odysseys of Theros p. 222

Blurred Form

Description

Attack rolls against the eidolon are made with disadvantage unless the eidolon is incapacitated.

Incorporeal Movement

Description

The eidolon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Turn Resistance

Description

The eidolon has advantage on saving throws against any effect that turns undead.

Actions

Multiattack

Description

The eidolon makes two ghostblade attacks.

Ghostblade

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) slashing damage plus 11 (2d10) force damage.

Attack

Ghostblade|6|1d8+3

Ghoul

Size

Medium

Type

undead

Alignment

chaotic evil

Armor Class

12

Hit Points

22 (5d8)

Speed

30 ft.

Strength

13

Dexterity

15

Constitution

10

Intelligence

7

Wisdom

10

Charisma

6

Condition Immunities

poisoned

Senses

darkvision 60 ft.

Passive Perception

10

Languages

Common

Challenge Rating

1

Traits

Source

Description

Monster Manual p. 148, Dragon of Icespire Peak p. 57

Actions

Bite

Description

Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6+2) piercing damage.

Attack

Bite|2|2d6+2

Claws

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Attack

Claws|4|2d4+2

Environment

swamp, underdark, urban

Giant Ape

Size

Huge

Type

beast

Alignment

unaligned

Armor Class

12

Hit Points

157 (15d12+60)

Speed

40 ft., climb 40 ft.

Strength

23

Dexterity

14

Constitution

18

Intelligence

7

Wisdom

12

Charisma

7

Skills

Athletics +9, Perception +4

Passive Perception

14

Challenge Rating

7

Traits

Source

Description

Monster Manual p. 323

Actions

Multiattack

Description

The ape makes two fist attacks.

Fist

Description

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10+6) bludgeoning damage.

Attack

Fist|9|3d10+6

Rock

Description

Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 30 (7d6+6) bludgeoning damage.

Attack

Rock|9|7d6+6

Environment

forest

Giant Badger

Size

Medium

Type

beast

Alignment

unaligned

Armor Class

10

Hit Points

13 (2d8+4)

Speed

30 ft., burrow 10 ft.

Strength

13

Dexterity

10

Constitution

15

Intelligence

2

Wisdom

12

Charisma

5

Senses

darkvision 30 ft.

Passive Perception

11

Challenge Rating

1/4

Traits

Source

Description

Monster Manual p. 323

Keen Smell

Description

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

Actions

Multiattack

Description

The badger makes two attacks: one with its bite and one with its claws.

Bite

Description

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

Attack

Bite|3|1d6+1

Claws

Description

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

Attack

Claws|3|2d4+1

Environment

forest

Giant Bat

Size

Large

Type

beast

Alignment

unaligned

Armor Class

13

Hit Points

22 (4d10)

Speed

10 ft., fly 60 ft.

Strength

15

Dexterity

16

Constitution

11

Intelligence

2

Wisdom

12

Charisma

6

Senses

blindsight 60 ft.

Passive Perception

11

Challenge Rating

1/4

Traits

Source

Description

Monster Manual p. 323

Echolocation

Description

The bat can't use its blindsight while deafened.

Keen Hearing

Description

The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite

Description

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

Attack

Bite|4|1d6+2

Environment

forest, underdark

Giant Boar

Size

Large

Type

beast

Alignment

unaligned

Armor Class

12 (natural armor)

Hit Points

42 (5d10+5)

Speed

40 ft.

Strength

17

Dexterity

10

Constitution

16

Intelligence

2

Wisdom

7

Charisma

5

Passive Perception

8

Challenge Rating

2

Traits

Source

Description

Monster Manual p. 323

Charge

Description

If the boar moves at least 20 ft. straight toward a 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 creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Attack

Charge||2d6

Relentless (Recharges after a Short or Long Rest)

Description

If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Tusk

Description

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

Attack

Tusk|5|2d6+3

Environment

forest, grassland, hill

Giant Centipede

Size

Small

Type

beast

Alignment

unaligned

Armor Class

13 (natural armor)

Hit Points

4 (1d6+1)

Speed

30 ft., climb 30 ft.

Strength

5

Dexterity

14

Constitution

12

Intelligence

1

Wisdom

7

Charisma

3

Senses

blindsight 30 ft.

Passive Perception

8

Challenge Rating

1/4

Traits

Source

Description

Monster Manual p. 323

Actions

Bite

Description

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. 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.

Attack

Bite|4|1d4+2

Environment

underdark, urban

Giant Child

Size

Medium

Type

giant

Alignment

any alignment

Armor Class

10

Hit Points

4 (1d8)

Speed

30 ft.

Strength

14

Dexterity

10

Constitution

10

Intelligence

10

Wisdom

10

Charisma

10

Passive Perception

10

Languages

Giant

Challenge Rating

0

Traits

Source

Description

Bigby Presents: Glory of the Giants p. 34

Proficiency Bonus

Description

+2

Actions

Club

Description

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

Attack

Club|4|1d4 + 2

Giant Constrictor Snake

Size

Huge

Type

beast

Alignment

unaligned

Armor Class

12

Hit Points

60 (8d12+8)

Speed

30 ft., swim 30 ft.

Strength

19

Dexterity

14

Constitution

12

Intelligence

1

Wisdom

10

Charisma

3

Skills

Perception +2

Senses

blindsight 10 ft.

Passive Perception

12

Challenge Rating

2

Traits

Source

Description

Monster Manual p. 324

Actions

Bite

Description

Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6+4) piercing damage.

Attack

Bite|6|2d6+4

Constrict

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8+4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.

Attack

Constrict|6|2d8+4

Environment

desert, forest, swamp, underdark, underwater

Giant Coral Snake

Size

Large

Type

beast

Alignment

unaligned

Armor Class

13

Hit Points

90 (12d10+24)

Speed

30 ft., swim 30 ft.

Strength

12

Dexterity

16

Constitution

14

Intelligence

2

Wisdom

10

Charisma

3

Skills

Perception +2

Senses

blindsight 10 ft

Passive Perception

12

Challenge Rating

4

Traits

Source

Description

Ghosts of Saltmarsh p. 236

Actions

Bite

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage. and the target must succeed on a DC 12 Constitution saving throw or be stunned until the end of its next turn. On a failed save, the target begins to hallucinate and is afflicted with a short-term madness effect (determined randomly or by the DM; see "Madness" in chapter 8 of the Dungeon Master's Guide). The effect lasts 10 minutes.

Attack

Bite|5|2d4+3

Environment

swamp, underwater

Giant Crab

Size

Medium

Type

beast

Alignment

unaligned

Armor Class

15 (natural armor)

Hit Points

13 (3d8)

Speed

30 ft., swim 30 ft.

Strength

13

Dexterity

15

Constitution

11

Intelligence

1

Wisdom

9

Charisma

3

Skills

Stealth +4

Senses

blindsight 30 ft.

Passive Perception

9

Challenge Rating

1/8

Traits

Source

Description

Monster Manual p. 324, Dragon of Icespire Peak p. 57

Amphibious

Description

The crab can breathe air and water.

Actions

Claw

Description

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 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.

Attack

Claw|3|1d6+1

Environment

coastal

Giant Crayfish

Size

Large

Type

beast

Alignment

unaligned

Armor Class

15 (natural armor)

Hit Points

45 (7d10+7)

Speed

30 ft., swim 30 ft.

Strength

15

Dexterity

13

Constitution

13

Intelligence

1

Wisdom

9

Charisma

3

Skills

Stealth +3

Senses

blindsight 30 ft.

Passive Perception

9

Challenge Rating

2

Traits

Source

Description

Tales from the Yawning Portal p. 235

Amphibious

Description

The giant crayfish can breathe air and water.

Actions

Multiattack

Description

The giant crayfish makes two claw attacks.

Claw

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d100 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The crayfish has two claws, each of which can grapple only one target.

Attack

Claw|4|1d100+2

Giant Crocodile

Size

Huge

Type

beast

Alignment

unaligned

Armor Class

14 (natural armor)

Hit Points

85 (9d12+27)

Speed

30 ft., swim 50 ft.

Strength

21

Dexterity

9

Constitution

17

Intelligence

2

Wisdom

10

Charisma

7

Skills

Stealth +5

Passive Perception

10

Challenge Rating

5

Traits

Source

Description

Monster Manual p. 324

Hold Breath

Description

The crocodile can hold its breath for 30 minutes.

Actions

Multiattack

Description

The crocodile makes two attacks: one with its bite and one with its tail.

Bite

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10+5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.

Attack

Bite|8|3d10+5

Tail

Description

Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the crocodile. Hit: 14 (2d8+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Attack

Tail|8|2d8+5

Environment

swamp

Giant Dragonfly

Size

Large

Type

beast

Alignment

unaligned

Armor Class

16 (natural armor)

Hit Points

22 (4d10)

Speed

10 ft., fly 60 ft.

Strength

15

Dexterity

18

Constitution

11

Intelligence

3

Wisdom

10

Charisma

3

Passive Perception

10

Challenge Rating

1/2

Traits

Source

Description

The Wild Beyond the Witchlight p. 234

Proficiency Bonus

Description

+2

Drone

Description

When it beats its wings, the dragonfly emits a loud droning sound that can be heard out to a range of 120 feet.

Actions

Bite

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

Attack

Bite|6|1d4+4

Reactions

Uncanny Dodge

Description

The dragonfly halves the damage it takes from an attack made against it, provided it can see the attacker.

Giant Eagle

Size

Large

Type

beast

Alignment

neutral good

Armor Class

13

Hit Points

26 (4d10+4)

Speed

10 ft., fly 80 ft.

Strength

16

Dexterity

17

Constitution

13

Intelligence

8

Wisdom

14

Charisma

10

Skills

Perception +4

Passive Perception

14

Languages

Giant Eagle, understands Common and Auran but can't speak

Challenge Rating

1

Traits

Source

Description

Monster Manual p. 324, Player's Handbook p. 306

Keen Sight

Description

The eagle has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack

Description

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

Beak

Description

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

Attack

Beak|5|1d6+3

Talons

Description

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

Attack

Talons|5|2d6+3

Environment

coastal, grassland, hill, mountain

Giant Elk

Size

Huge

Type

beast

Alignment

unaligned

Armor Class

15 (natural armor)

Hit Points

42 (5d12+10)

Speed

60 ft.

Strength

19

Dexterity

16

Constitution

14

Intelligence

7

Wisdom

14

Charisma

10

Skills

Perception +4

Passive Perception

14

Languages

Giant Elk, understands Common, Elvish, and Sylvan but can't speak

Challenge Rating

2

Traits

Source

Description

Monster Manual p. 325

Charge

Description

If the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Attack

Charge||2d6

Actions

Ram

Description

Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.

Attack

Ram|6|2d6+4

Hooves

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 22 (4d8+4) bludgeoning damage.

Attack

Hooves|6|4d8+4

Environment

forest, grassland, hill, mountain

Giant Fire Beetle

Size

Small

Type

beast

Alignment

unaligned

Armor Class

13 (natural armor)

Hit Points

4 (1d6+1)

Speed

30 ft.

Strength

8

Dexterity

10

Constitution

12

Intelligence

1

Wisdom

7

Charisma

3

Senses

blindsight 30 ft.

Passive Perception

8

Challenge Rating

0

Traits

Source

Description

Monster Manual p. 325

Illumination

Description

The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 ft..

Actions

Bite

Description

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

Attack

Bite|1|1d6-1

Environment

underdark

Giant Fly

Size

Large

Type

beast

Alignment

unaligned

Armor Class

11

Hit Points

19 (3d10+3)

Speed

30 ft., fly 60 ft.

Strength

14

Dexterity

13

Constitution

13

Intelligence

2

Wisdom

10

Charisma

3

Senses

darkvision 60 ft.

Passive Perception

10

Challenge Rating

0

Traits

Source

Description

Dungeon Master's Guide p. 169

Giant Flying Spider

Size

Large

Type

beast

Alignment

unaligned

Armor Class

14 (natural armor)

Hit Points

26 (4d10 + 4)

Speed

30 ft., climb 30 ft., fly 40 ft.

Strength

14

Dexterity

16

Constitution

12

Intelligence

2

Wisdom

11

Charisma

4

Skills

stealth +7

Senses

blindsight 10 ft., darkvision 60 ft.

Passive Perception

10

Challenge Rating

1

Traits

Source

Description

Waterdeep: Dungeon of the Mad Mage p. 150

Spider Climb

Description

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

Web Sense

Description

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

Web Walker

Description

The spider ignores movement restrictions caused by webbing.

Actions

Bite

Description

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.

Attack

Bite|5|1d8 + 3

Web (Recharge 5-6)

Description

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

Giant Four-Armed Gargoyle

Size

Large

Type

elemental

Alignment

chaotic evil

Armor Class

17 (natural armor)

Hit Points

147 (14d10+70)

Speed

30 ft., fly 60 ft.

Strength

19

Dexterity

11

Constitution

20

Intelligence

6

Wisdom

11

Charisma

9

Saving Throws

Wis +4

Skills

Perception +4

Damage Resistances

bludgeoning, piercing, and slashing damage from nonmagical attacks not made with adamantine weapons

Damage Immunities

poison

Condition Immunities

exhaustion, petrified, poisoned

Senses

darkvision 60 ft.

Passive Perception

14

Languages

Terran

Challenge Rating

10

Traits

Source

Description

Tomb of Annihilation p. 221

False Appearance

Description

While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.

Actions

Multiattack

Description

The gargoyle makes five attacks: one with its bite and four with its claws.

Bite

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Attack

Bite|8|2d6+4

Claw

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.

Attack

Claw|8|2d4+4

Giant Frog

Size

Medium

Type

beast

Alignment

unaligned

Armor Class

11

Hit Points

18 (4d8)

Speed

30 ft., swim 30 ft.

Strength

12

Dexterity

13

Constitution

11

Intelligence

2

Wisdom

10

Charisma

3

Skills

Perception +2, Stealth +3

Senses

darkvision 30 ft.

Passive Perception

12

Challenge Rating

1/4

Traits

Source

Description

Monster Manual p. 325

Amphibious

Description

The frog can breathe air and water

Standing Leap

Description

The frog's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.

Actions

Bite

Description

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target.

Attack

Bite|3|1d6+1

Swallow

Description

The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 ft. of movement, exiting prone.

Environment

forest, swamp

Giant Goat

Size

Large

Type

beast

Alignment

unaligned

Armor Class

11 (natural armor)

Hit Points

19 (3d10+3)

Speed

40 ft.

Strength

17

Dexterity

11

Constitution

12

Intelligence

3

Wisdom

12

Charisma

6

Passive Perception

11

Challenge Rating

1/2

Traits

Source

Description

Monster Manual p. 326

Charge

Description

If the goat moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Attack

Charge||2d4

Sure-Footed

Description

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

Actions

Ram

Description

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

Attack

Ram|5|2d4+3

Environment

grassland, hill, mountain

Giant Goose

Size

Large

Type

fey

Alignment

typically neutral

Armor Class

13

Hit Points

60 (8d10 + 16)

Speed

30 ft., fly 30 ft.

Strength

14

Dexterity

16

Constitution

15

Intelligence

6

Wisdom

14

Charisma

11

Skills

Perception +6

Senses

darkvision 60 ft.

Passive Perception

16

Languages

understands Giant and Sylvan but can't speak

Challenge Rating

3

Traits

Source

Description

Bigby Presents: Glory of the Giants p. 150

Proficiency Bonus

Description

+2

Actions

Multiattack

Description

The goose makes one Beak attack and two Wing attacks.

Beak

Description

Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.

Attack

Beak|4|2d6 + 2

Wing

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage, and the target must succeed on a DC 12 Strength saving throw or have the prone condition.

Attack

Wing|4|1d10 + 2

Thunderous Honk (Recharge 5-6)

Description

The goose honks with ear-splitting volume. Each other creature within 30 feet of the goose must make a DC 12 Constitution saving throw. On a failed save, a creature takes 16 (3d10) thunder damage and has the deafened condition until the start of the goose's next turn. On a successful save, a creature takes half as much damage only. The honk can be heard within 300 feet.

Giant Hyena

Size

Large

Type

beast

Alignment

unaligned

Armor Class

12

Hit Points

45 (6d10+12)

Speed

50 ft.

Strength

16

Dexterity

14

Constitution

14

Intelligence

2

Wisdom

12

Charisma

7

Skills

Perception +3

Passive Perception

13

Challenge Rating

1

Traits

Source

Description

Monster Manual p. 326

Rampage

Description

When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack.

Actions

Bite

Description

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

Attack

Bite|5|1d6+3

Environment

desert, forest, grassland, hill

Giant Ice Toad

Size

Large

Type

monstrosity

Alignment

neutral

Armor Class

14 (natural armor)

Hit Points

52 (7d10+14)

Speed

30 ft.

Strength

16

Dexterity

13

Constitution

14

Intelligence

8

Wisdom

10

Charisma

6

Damage Immunities

cold

Senses

darkvision 60 ft.

Passive Perception

10

Languages

Ice Toad

Challenge Rating

3

Traits

Source

Description

Tales from the Yawning Portal p. 235

Amphibious

Description

The toad can breathe air and water.

Cold Aura

Description

Any creature that starts its turn within 10 feet of the toad takes 5 (1d10) cold damage.

Standing Leap

Description

The toad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Bite

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target.

Attack

Bite|5|2d6+3

Swallow

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature the toad is grappling. Hit: 10 (2d6 + 3) piercing damage, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage and 11 (2d10) cold damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time.

If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Attack

Swallow|5|2d6+3

Giant Lightning Eel

Size

Large

Type

beast

Alignment

unaligned

Armor Class

13

Hit Points

42 (5d10+15)

Speed

5 ft., swim 30 ft.

Strength

11

Dexterity

17

Constitution

16

Intelligence

2

Wisdom

12

Charisma

3

Damage Resistances

lightning

Senses

blindsight 60 ft.

Passive Perception

11

Challenge Rating

3

Traits

Source

Description

Tales from the Yawning Portal p. 236

Water Breathing

Description

The eel can breathe only underwater.

Actions

Multiattack

Description

The eel makes two bite attacks.

Bite

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 4 (1d8) lightning damage.

Attack

Bite|5|2d6+3+1d8

Lightning jolt (Recharge 5-6)

Description

One creature the eel touches within 5 feet of it outside water, or each creature within 15 feet of it in a body of water, must make a DC 12 Constitution saving throw. On failed save, a target takes 13 (3d8) lightning damage. If the target takes any of this damage, the target is stunned until the end of the eel's next turn. On a successful save, a target takes half as much damage and isn't stunned.

Giant Lizard

Size

Large

Type

beast

Alignment

unaligned

Armor Class

12 (natural armor)

Hit Points

19 (3d10+3)

Speed

30 ft., climb 30 ft.

Strength

15

Dexterity

12

Constitution

13

Intelligence

2

Wisdom

10

Charisma

5

Senses

darkvision 30 ft.

Passive Perception

10

Challenge Rating

1/4

Traits

Source

Description

Monster Manual p. 326

Variant: Hold Breath

Description

The lizard can hold its breath for 15 minutes. (A lizard that has this trait also has a swimming speed of 30 feet.)

Variant: Spider Climb

Description

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

Actions

Bite

Description

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

Attack

Bite|4|1d8+2

Environment

coastal, desert, forest, swamp, underdark

Giant Lynx

Size

Medium

Type

fey

Alignment

typically neutral

Armor Class

14

Hit Points

22 (4d8 + 4)

Speed

30 ft., climb 30 ft.

Strength

14

Dexterity

18

Constitution

13

Intelligence

12

Wisdom

14

Charisma

10

Skills

Stealth +6, Perception +6

Damage Resistances

cold

Senses

truesight 60 ft.

Passive Perception

16

Languages

Giant, Sylvan

Challenge Rating

1/2

Traits

Source

Description

Bigby Presents: Glory of the Giants p. 151

Proficiency Bonus

Description

+2

Lynx's Sight (1/Day)

Description

The lynx can cast clairvoyance, requiring no spell components and using Wisdom as the spellcasting ability.

Woodland Camouflage

Description

The lynx has advantage on Dexterity (Stealth) checks made to hide in undergrowth or snowy terrain.

Actions

Claws

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. If the lynx moved at least 20 feet straight toward the target immediately before the hit, the target must succeed on a DC 12 Strength saving throw or have the prone condition. If the target has the prone condition, the lynx can make another Claws attack against it as a bonus action.

Attack

Claws|6|1d8 + 4

Giant Mutated Drow

Size

Huge

Type

giant

Alignment

neutral evil

Armor Class

14 (natural armor)

Hit Points

200 (16d12 + 96)

Speed

40 ft.

Strength

27

Dexterity

10

Constitution

22

Intelligence

12

Wisdom

16

Charisma

16

Saving Throws

wis +7, con +10, cha +7

Skills

insight +7, perception +7

Senses

darkvision 120 ft.

Passive Perception

17

Languages

Elvish, Undercommon

Challenge Rating

9

Traits

Source

Description

Waterdeep: Dungeon of the Mad Mage p. 143

Keen Smell

Description

The drow has advantage on Wisdom (Perception) checks that rely on smell.

Fey Ancestry

Description

The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.

Sunlight Sensitivity

Description

While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Innate Spellcasting

Description

The drow's innate spellcasting ability is Charisma (spell save DC 15). The drow can innately cast the following spells, requiring no material components:

At will: dancing lights

1/day each: darkness, faerie fire

Actions

Multiattack

Description

The drow makes two morningstar attacks.

Morningstar

Description

Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage.

Attack

Morningstar|12|3d8 + 8

Rock

Description

Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.

Attack

Rock|12|4d10 + 8

Spells

dancing lights, darkness, faerie fire

Giant Octopus

Size

Large

Type

beast

Alignment

unaligned

Armor Class

11

Hit Points

52 (8d10+8)

Speed

10 ft., swim 60 ft.

Strength

17

Dexterity

13

Constitution

13

Intelligence

4

Wisdom

10

Charisma

4

Skills

Perception +4, Stealth +5

Senses

darkvision 60 ft.

Passive Perception

14

Challenge Rating

1

Traits

Source

Description

Monster Manual p. 326

Hold Breath

Description

While out of water, the octopus can hold its breath for 1 hour.

Underwater Camouflage

Description

The octopus has advantage on Dexterity (Stealth) checks made while underwater.

Water Breathing

Description

The octopus can breathe only underwater.

Actions

Tentacles

Description

Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6+3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.

Attack

Tentacles|5|2d6+3

Ink Cloud (Recharges after a Short or Long Rest)

Description

A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.

Environment

underwater

Giant Owl

Size

Large

Type

beast

Alignment

neutral

Armor Class

12

Hit Points

19 (3d10+3)

Speed

5 ft., fly 60 ft.

Strength

13

Dexterity

15

Constitution

12

Intelligence

8

Wisdom

13

Charisma

10

Skills

Perception +5, Stealth +4

Senses

darkvision 120 ft.

Passive Perception

15

Languages

Giant Owl, understands Common, Elvish, and Sylvan but can't speak

Challenge Rating

1/4

Traits

Source

Description

Monster Manual p. 327

Flyby

Description

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

Keen Hearing and Sight

Description

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

Actions

Talons

Description

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

Attack

Talons|3|2d6+1

Environment

arctic, forest, hill

Giant Ox

Size

Huge

Type

fey

Alignment

unaligned

Armor Class

12 (natural armor)

Hit Points

105 (10d12 + 40)

Speed

40 ft.

Strength

22

Dexterity

10

Constitution

19

Intelligence

4

Wisdom

11

Charisma

9

Passive Perception

10

Languages

understands Giant and Sylvan but can't speak

Challenge Rating

3

Traits

Source

Description

Bigby Presents: Glory of the Giants p. 152

Proficiency Bonus

Description

+2

Beast of Burden

Description

The ox is considered to be one size larger for the purpose of determining its carrying capacity.

Actions

Gore

Description

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) piercing damage. If the ox moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 7 (2d6) piercing damage, and it must succeed on a DC 16 Strength saving throw or have the prone condition.

Attack

Gore|8|2d6 + 6

Giant Poisonous Snake

Size

Medium

Type

beast

Alignment

unaligned

Armor Class

14

Hit Points

11 (2d8+2)

Speed

30 ft., swim 30 ft.

Strength

10

Dexterity

18

Constitution

13

Intelligence

2

Wisdom

10

Charisma

3

Skills

Perception +2

Senses

blindsight 10 ft.

Passive Perception

12

Challenge Rating

1/4

Traits

Source

Description

Monster Manual p. 327

Actions

Bite

Description

Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4+4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Attack

Bite|6|1d4+4

Environment

desert, forest, grassland, swamp, underdark, urban

Giant Ram

Size

Large

Type

fey

Alignment

unaligned

Armor Class

13 (natural armor)

Hit Points

28 (3d10 + 12)

Speed

50 ft.

Strength

19

Dexterity

12

Constitution

18

Intelligence

3

Wisdom

14

Charisma

10

Damage Resistances

cold, fire, lightning

Passive Perception

12

Challenge Rating

1

Traits

Source

Description

Bigby Presents: Glory of the Giants p. 153

Proficiency Bonus

Description

+2

Magic Resistance

Description

The ram has advantage on saving throws against spells and other magical effects.

Actions

Ram

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage plus 3 (1d6) force damage. If the ram moved at least 20 feet straight toward the target immediately before the hit, the target must succeed on a DC 14 Strength saving throw or have the prone condition.

Attack

Ram|6|2d4 + 4+1d6

Force Bolt

Description

Ranged Spell Attack: +4 to hit, range 30 ft., one target. Hit: 7 (2d6) force damage.

Attack

Force Bolt|4|2d6

Reactions

Absorbent Fleece (Recharge 6)

Description

Immediately after the ram succeeds on a saving throw against a spell or a spell's attack misses it, the ram can make one Force Bolt attack.

Giant Rat

Size

Small

Type

beast

Alignment

unaligned

Armor Class

12

Hit Points

7 (2d6)

Speed

30 ft.

Strength

7

Dexterity

15

Constitution

11

Intelligence

2

Wisdom

10

Charisma

4

Senses

darkvision 60 ft.

Passive Perception

10

Challenge Rating

1/8

Traits

Source

Description

Monster Manual p. 327, Dragon of Icespire Peak p. 57

Keen Smell

Description

The rat has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics

Description

The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

Bite

Description

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

Attack

Bite|4|1d4+2

Environment

forest, swamp, underdark, urban

Giant Rat (Diseased)

Size

Small

Type

beast

Alignment

unaligned

Armor Class

12

Hit Points

7 (2d6)

Speed

30 ft.

Strength

7

Dexterity

15

Constitution

11

Intelligence

2

Wisdom

10

Charisma

4

Senses

darkvision 60 ft.

Passive Perception

10

Challenge Rating

1/8

Traits

Source

Description

Monster Manual p. 327

Actions

Bite

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4+2) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 (1d6) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies.

Attack

Bite|4|1d4+2

Giant Scorpion

Size

Large

Type

beast

Alignment

unaligned

Armor Class

15 (natural armor)

Hit Points

52 (7d10+14)

Speed

40 ft.

Strength

15

Dexterity

13

Constitution

15

Intelligence

1

Wisdom

9

Charisma

3

Senses

blindsight 60 ft.

Passive Perception

9

Challenge Rating

3

Traits

Source

Description

Monster Manual p. 327

Actions

Claw

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target.

Attack

Claw|4|1d8+2

Multiattack

Description

The scorpion makes three attacks: two with its claws and one with its sting.

Sting

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10+2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.

Attack

Sting|4|1d10+2

Environment

desert

Giant Sea Eel

Size

Large

Type

beast

Alignment

unaligned

Armor Class

14 (natural armor)

Hit Points

19 (3d10+3)

Speed

0 ft., swim 40 ft.

Strength

11

Dexterity

14

Constitution

12

Intelligence

7

Wisdom

10

Charisma

7

Saving Throws

Dex +4

Skills

Perception +2, Stealth +4

Senses

darkvision 60 ft.

Passive Perception

12

Challenge Rating

1/2

Traits

Source

Description

Ghosts of Saltmarsh p. 237

Water Breathing

Description

The eel can breathe only underwater

Actions

Bite

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage.

Attack

Bite|4|2d10+2

Environment

swamp, underwater

Giant Sea Horse

Size

Large

Type

beast

Alignment

unaligned

Armor Class

13 (natural armor)

Hit Points

16 (3d10)

Speed

0 ft., swim 40 ft.

Strength

12

Dexterity

15

Constitution

11

Intelligence

2

Wisdom

12

Charisma

5

Passive Perception

11

Challenge Rating

1/2

Traits

Source

Description

Monster Manual p. 328

Charge

Description

If the sea horse moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Attack

Charge||2d6

Water Breathing

Description

The sea horse can breathe only underwater.

Actions

Ram

Description

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

Attack

|3|1d6+1

Environment

underwater

Giant Shark

Size

Huge

Type

beast

Alignment

unaligned

Armor Class

13 (natural armor)

Hit Points

126 (11d12+55)

Speed

swim 50 ft.

Strength

23

Dexterity

11

Constitution

21

Intelligence

1

Wisdom

10

Charisma

5

Skills

Perception +3

Senses

blindsight 60 ft.

Passive Perception

13

Challenge Rating

5

Traits

Source

Description

Monster Manual p. 328, Locathah Rising p. 19

Blood Frenzy

Description

The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Water Breathing

Description

The shark can breathe only underwater.

Actions

Bite

Description

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

Attack

Bite|9|3d10+6

Environment

underwater

Giant Shark Skeleton

Size

Huge

Type

undead

Alignment

unaligned

Armor Class

13 (natural armor)

Hit Points

126 (11d12+55)

Speed

20 ft., swim 50 ft.

Strength

23

Dexterity

11

Constitution

21

Intelligence

1

Wisdom

10

Charisma

5

Skills

Perception +3

Passive Perception

13

Challenge Rating

5

Damage Immunities

poison

Damage Vulnerabilities

bludgeoning

Condition Immunities

exhaustion, poisoned

Senses

blindsight 60 ft.

Traits

Source

Description

Sleeping Dragon's Wake

Blood Frenzy

Description

The giant shark skeleton has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Actions

Bite

Description

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

Attack

Bite|9|3d10+6

Giant Skeleton

Size

Huge

Type

undead

Alignment

neutral evil

Armor Class

17 (natural armor)

Hit Points

115 (10d12+50)

Speed

30 ft.

Strength

21

Dexterity

10

Constitution

20

Intelligence

4

Wisdom

6

Charisma

6

Damage Vulnerabilities

bludgeoning

Damage Immunities

poison

Condition Immunities

exhaustion, poisoned

Senses

darkvision 60 ft.

Passive Perception

8

Languages

understands Giant but can't speak

Challenge Rating

7

Traits

Source

Description

Tales from the Yawning Portal p. 236

Undead Nature

Description

A skeleton doesn't require air, food, drink, or sleep.

Evasion

Description

If the skeleton is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Magic Resistance

Description

The skeleton has advantage on saving throws against spells and other magical effects.

Turn Immunity

Description

The skeleton is immune to effects that turn undead.

Actions

Multiattack

Description

The skeleton makes three scimitar attacks.

Scimitar

Description

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: l 5 (3d6 + 5) slashing damage.

Attack

Scimitar|8|3d6+5

Giant Snail

Size

Large

Type

beast

Alignment

unaligned

Armor Class

11 (natural armor)

Hit Points

22 (4d10)

Speed

10 ft., climb 10 ft.

Strength

15

Dexterity

3

Constitution

11

Intelligence

3

Wisdom

10

Charisma

3

Senses

darkvision 60 ft.

Passive Perception

10

Challenge Rating

1/4

Traits

Source

Description

The Wild Beyond the Witchlight p. 234

Proficiency Bonus

Description

+2

Salt Osmosis

Description

Whenever the snail starts its turn in contact with a pound or more of salt, it takes 1d4 necrotic damage. Using an action to sprinkle a pound of salt on the snail deals 1d4 necrotic damage to it immediately and another 1d4 necrotic damage to it at the start of its next turn (after which the salt rubs off), provided the snail has not withdrawn into its shell.

Actions

Slam

Description

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

Attack

Slam|4|1d6+2

Shell Defense

Description

The snail withdraws into its shell, gaining a +4 bonus to its AC until it emerges. It can emerge from its shell as a bonus action on its turn.

Giant Snapping Turtle

Size

Large

Type

beast

Alignment

unaligned

Armor Class

17 (natural armor, 12 while prone)

Hit Points

75 (10d10+20)

Speed

30 ft., swim 40 ft.

Strength

19

Dexterity

10

Constitution

14

Intelligence

2

Wisdom

12

Charisma

5

Senses

darkvision 60 ft.

Passive Perception

11

Challenge Rating

3

Traits

Source

Description

Tomb of Annihilation p. 222

Amphibious

Description

The turtle can breathe air and water.

Stable

Description

Whenever an effect knocks the turtle prone, it can make a DC 10 Constitution saving throw to avoid being knocked prone. A prone turtle is upside down. To stand up, it must succeed on a DC 10 Dexterity check on its turn and then use all its movement for that turn.

Actions

Bite

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage.

Attack

Bite|6|4d6+4