X. Bestiary 🐉 - JulTob/DnD GitHub Wiki
D&D Bestiary & Creatures
Monster design
Type
Alignment
Armour Class
Size
Hit Points
Ability Score
Speed
Languages
Racial Habilities
Class Proficiencies
Weapon Attacks
Type
A monster's type speaks to its fundamental nature. Certain spells, magic items, class features, and other effects in the game interact in special ways with creatures of a particular type.
- Aberrations are utterly alien beings.
- Beasts are nonhumanoid creatures that are a natural part of the fantasy ecology.
- Celestials are creatures native to the Upper Planes.
- Constructs are made, not born.
- Dragons are large reptilian creatures of ancient origin and tremendous power.
- Elementals are creatures native to the elemental planes.
- Fey are magical creatures closely tied to the forces of nature and the Feywild.
- Fiends are creatures of wickedness that are native to the Lower Planes.
- Giants tower over humans and their kind.
- Humanoids are the main peoples of a fantasy world.
- Monstrosities are monsters in the strictest sense--frightening creatures that are not ordinary, not truly natural, and almost never benign.
- Oozes are gelatinous creatures that rarely have a fixed shape
- Plants in this context are vegetable creatures, not ordinary flora.
- Undead are once-living creatures brought to a horrifying state of undeath
Hit Points
A monster's size determines the die used to calculate its hit points, as shown in the Hit Dice by Size table.
Hit Dice by Size
Monster Size | Hit Die | Avg HP per Die |
---|---|---|
Tiny | d4 | 2 1/2 |
Small | d6 | 3 1/2 |
Medium | d8 | 4 1/2 |
Large | d10 | 5 1/2 |
Huge | d12 | 6 1/2 |
Gargantuan | d20 | 10 1/2 |
A monster's Constitution modifier also affects the number of hit points it has.
LvlDX + Lvl·%Con
SIZE
A creature can be Tiny, Small, Medium, Large, Huge, or Gargantuan
Size | Space | Examples |
---|---|---|
Tiny | 2 1/2 by 2 1/2 ft. | Imp, sprite |
Small | 5 by 5 ft. | Giant rat, goblin |
Medium | 5 by 5 ft. | Orc, werewolf |
Large | 10 by 10 ft. | Hippogriff, ogre |
Huge | 15 by 15 ft. | Fire giant, treant |
Gargantuan | 20 by 20 ft. or larger | Kraken, purple worm |
Speed
-
Burrow
- A monster that has a burrowing speed can use that speed to move through sand, earth, mud, or ice.
- A monster can't burrow through solid rock unless it has a special trait that allows it to do so.
-
Climb
- A monster that has a climbing speed can use all or part of its movement to move on vertical surfaces.
- The monster doesn't need to spend extra movement to climb.
-
Fly
- A monster that has a flying speed can use all or part of its movement to fly.
- Some monsters have the ability to hover, which makes them hard to knock out of the air.
- Such a monster stops hovering when it dies.
-
Swim
- A monster that has a swimming speed doesn't need to spend extra movement to swim.
Ability Scores
Every monster has six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and corresponding modifiers.
Saving Throws
The Saving Throws entry is reserved for creatures that are adept at resisting certain kinds of effects. For example, a creature that isn't easily charmed or frightened might gain a bonus on its Wisdom saving throws. Most creatures don't have special saving throw bonuses, in which case this section is absent.
A saving throw bonus is the sum of a monster's relevant ability modifier and its proficiency bonus, which is determined by the monster's challenge rating (as shown in the Proficiency Bonus by Challenge Rating table).
Challenge | Proficiency Bonus |
---|---|
0 | +2 ⚪️ |
1/8 | +2 |
1/4 | +2 |
1/2 | +2 |
1 | +2 |
2 | +2 |
3 | +2 |
4 | +2 |
5 | +3 🟤 |
6 | +3 |
7 | +3 |
8 | +3 |
9 | +4 🟣 |
10 | +4 |
11 | +4 |
12 | +4 |
13 | +5 🔵 |
14 | +5 |
15 | +5 |
16 | +5 |
17 | +6 🟢 |
18 | +6 |
19 | +6 |
20 | +6 |
21 | +7 🟡 |
22 | +7 |
23 | +7 |
24 | +7 |
25 | +8 🟠 |
26 | +8 |
27 | +8 |
28 | +8 |
29 | +9 🔴 |
30 | +9 |
Skills
The Skills entry is reserved for monsters that are proficient in one or more skills. For example, a monster that is very perceptive and stealthy might have bonuses to Wisdom (Perception) and Dexterity (Stealth) checks.
A skill bonus is the sum of a monster's relevant ability modifier and its proficiency bonus, which is determined by the monster's challenge rating (as shown in the Proficiency Bonus by Challenge Rating table). Other modifiers might apply. For instance, a monster might have a larger-than-expected bonus (usually double its proficiency bonus) to account for its heightened expertise.
Vulnerabilities, Resistances, and Immunities
Some creatures have vulnerability, resistance, or immunity to certain types of damage. Particular creatures are even resistant or immune to damage from nonmagical attacks (a magical attack is an attack delivered by a spell, a magic item, or another magical source). In addition, some creatures are immune to certain conditions.
SENSES
The Senses entry notes a creature's passive Wisdom (Perception) score, as well as any special senses the creature might have, such as the following senses.
Blindsight.
A creature with blindsight can perceive its surroundings without having to rely on sight, within a specific radius.
Darkvision.
A creature with darkvision can see in the dark within a specific radius. The creature can see in dim light within the radius as if it were bright light, and in darkness as if it were dim light. The creature can't discern color in darkness, only shades of gray.
Tremorsense.
A creature with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the creature and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flyin g or incorporeal creatures. Many burrowing creatures have this special sense.
Truesight
A monster with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the monster can see into the Ethereal Plane within the same range.
Languages
The languages that a monster can speak are listed in alphabetical order. Sometimes a monster can understand a language but can't speak it, and this is noted in its entry.
Telepathy
-
Telepathy is a magical ability that allows a monster to communicate mentally with another creature within a specified range. The contacted creature doesn't need to share a language with the monster to communicate in this way with it, but it must be able to understand at least one language. A creature without telepathy can receive and respond to telepathic messages but can't initiate or terminate a telepathic conversation.
-
A telepathic monster doesn't need to see a contacted creature and can end the telepathic contact at any time. The contact is broken as soon as the two creatures are no longer within range of each other or if the telepathic monster contacts a different creature within range. A telepathic monster can initiate or terminate a telepathic conversation without using an action, but while the monster is incapacitated, it can't initiate telepathic contact, and any current contact is terminated.
Challenge
A monster's challenge rating tells you how great a threat the monster is. An appropriately equipped and well-rested party of four adventurers should be able to defeat a monster that has a challenge rating equal to its level without suffering any deaths. For example, a party of four 3rd-level characters should find a monster with a challenge rating of 3 to be a worthy challenge, but not a deadly one.
Special Traits
Special traits (which appear after a monster's challenge rating but before any actions or reactions) are characteristics that are likely to be relevant in a combat encounter and that require some explanation.
Innate Spellcasting
A monster with the innate ability to cast spells has the Innate Spellcasting special trait. Unless noted otherwise, an innate spell of 1st level or higher is always cast at its lowest possible level and can't be cast at a higher level. If a monster has a cantrip where its level matters and no level is given, use the monster's challenge rating.
An innate spell can have special rules or restrictions. For example, a drow mage can innately cast the levitate spell, but the spell has a "self only" restriction, which means that the spell affects only the drow mage.
A monster's innate spells can't be swapped out with other spells. If a monster's innate spells don't require attack rolls, no attack bonus is given for them.
Spellcasting
A monster with the Spellcasting class feature has a spellcaster level and spell slots, which it uses to cast its spells of 1st level and higher. The spellcaster level is also used for any cantrips included in the feature.
The monster has a list of spells known or prepared from a specific class. The list might also include spells from a feature in that class, such as the Divine Domain feature of the cleric or the Druid Circle feature of the druid. The monster is considered a member of that class when attuning to or using a magic item that requires membership in the class or access to its spell list.
A monster can cast a spell from its list at a higher level if it has the spell slot to do so. For example, a drow mage with the 3rd-level lightning bolt spell can cast it as a 5th-level spell by using one of its 5th-level spell slots.
You can change the spells that a monster knows or has prepared, replacing any spell on its spell list with a spell of the same level and from the same class list. If you do so, you might cause the monster to be a greater or lesser threat than suggested by its challenge rating.
##Psionics
A monster that casts spells using only the power of its mind has the psionics tag added to its Spellcasting or Innate Spellcasting special trait. This tag carries no special rules of its own, but other parts of the game might refer to it. A monster that has this tag typically doesn't require any components to cast its spells.
Selective Traits
Some monsters can have these properties completely independent of their race or class.
They are more related to social classes or familial relationships.
Telepathic Minion.
The minion and its master can communicate telepathically with each other, as long as they are on the same plane of existence.
## Selfless Bodyguard. When an attack hits its master and the minion is within 5 feet of its master, the minion can use its reaction to make the attack hit itself instead.
Sacrificial Minion.
When the minion dies, its master regains hit points equal to four times the minion's challenge rating, as long as the master is within 100 feet of it.
Minion's Mind.
The minion can't be compelled to act in a way contrary to its master's instructions.
Alien Mind
If a creature tries to read the minion's thoughts, that creature must succeed on an Intelligence saving throw with a DC equal to 10 + the minion's Intelligence modifier or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Actions
When a monster takes its action, it can choose from the options in the Actions section of its stat block or use one of the actions available to all creatures, such as the Dash or Hide action. Melee and Ranged Attacks
The most common actions that a monster will take in combat are melee and ranged attacks. These can be spell attacks or weapon attacks, where the "weapon" might be a manufactured item or a natural weapon, such as a claw or tail spike.
Creature vs. Target. The target of a melee or ranged attack is usually either one creature or one target, the difference being that a "target" can be a creature or an object.
Hit. Any damage dealt or other effects that occur as a result of an attack hitting a target are described after the "Hit" notation. You have the option of taking average damage or rolling the damage; for this reason, both the average damage and the die expression are presented.
Miss. If an attack has an effect that occurs on a miss, that information is presented after the "Miss:" notation. Multiattack
A creature that can make multiple attacks on its turn has the Multiattack action. A creature can't use Multiattack when making an opportunity attack, which must be a single melee attack. Ammunition
A monster carries enough ammunition to make its ranged attacks. You can assume that a monster has 2d4 pieces of ammunition for a thrown weapon attack, and 2d10 pieces of ammunition for a projectile weapon such as a bow or crossbow.
Reactions
If a monster can do something special with its reaction, that information is contained here. If a creature has no special reaction, this section is absent.
Limited Usage
Some special abilities have restrictions on the number of times they can be used.
X/Day. The notation "X/Day" means a special ability can be used X number of times and that a monster must finish a long rest to regain expended uses. For example, "1/Day" means a special ability can be used once and that the monster must finish a long rest to use it again.
Recharge X–Y. The notation "Recharge X–Y" means a monster can use a special ability once and that the ability then has a random chance of recharging during each subsequent round of combat. At the start of each of the monster's turns, roll a d6. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. The ability also recharges when the monster finishes a short or long rest.
For example, "Recharge 5–6" means a monster can use the special ability once. Then, at the start of the monster's turn, it regains the use of that ability if it rolls a 5 or 6 on a d6.
Recharge after a Short or Long Rest. This notation means that a monster can use a special ability once and then must finish a short or long rest to use it again.
Equipment
A stat block rarely refers to equipment, other than armor or weapons used by a monster. A creature that customarily wears clothes, such as a humanoid, is assumed to be dressed appropriately.
You can equip monsters with additional gear and trinkets however you like, and you decide how much of a monster's equipment is recoverable after the creature is slain and whether any of that equipment is still usable. A battered suit of armor made for a monster is rarely usable by someone else, for instance. If a spellcasting monster needs material components to cast its spells, assume that it has the material components it needs to cast the spells in its stat block.
Legendary Creatures
A legendary creature can do things that ordinary creatures can't. It can take special actions outside its turn, and it might exert magical influence for miles around.
If a creature assumes the form of a legendary creature, such as through a spell, it doesn't gain that form's legendary actions, lair actions, or regional effects.
Legendary Actions
A legendary creature can take a certain number of special actions--called legendary actions--outside its turn. Only one legendary action option can be used at a time and only at the end of another creature's turn. A creature regains its spent legendary actions at the start of its turn. It can forgo using them, and it can't use them while incapacitated or otherwise unable to take actions. If surprised, it can't use them until after its first turn in the combat.
A Legendary Creature's Lair
A legendary creature might have a section describing its lair and the special effects it can create while there, either by act of will or simply by being present. Such a section applies only to a legendary creature that spends a great deal of time in its lair.
Lair Actions
If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can't do so while incapacitated or otherwise unable to take actions. If surprised, it can't use one until after its first turn in the combat.
Regional Effects
The mere presence of a legendary creature can have strange and wondrous effects on its environment, as noted in this section. Regional effects end abruptly or dissipate over time when the legendary creature dies.
Personalizing Monsters
Angelify
Make an Angelic form of a monster by Adding from:
- Type: Celestial
- Immortal Nature: An angel doesn’t require food, drink, or sleep.
- Language: Celestial
- Resistance: Radiant, Necrotic
- Fly: 60ft
- Divine Awareness. An angel knows if it hears a lie.
- Magic Weapons. The angel's weapon attacks are magical.
- Magic Resistance. The angel has advantage on saving throws against spells and other magical effects.
- Flyby. The angel doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
- Angel Dogs
- Angel Lions / Lionheads
Construct
Make Mechanic monsters by adding:
- Construct Nature: The construct doesn’t require air, food, drink, or sleep
- Type: Construct
- Damage Immunities poison, psychic
- Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Elemental
Make an Elemental Monster by choosing from:
- Type: Elemental
- Resistant: Poison
- Immunities: Fire, Petrified, Cold,
- Languages: Aquan, Ignan, Terran
Experiments
Make a monster a result of a Scientific Experiment by adding:
- Type: Monstrosity
- Damage Type: Poison
- Chimeric Creation: The mutant creature has gills, iridescent scales, and the ability to breathe air and water.
Undead
Make an Undead Monster by choosing from:
- Undead Nature. An undead doesn’t require air, food, drink, or sleep
- Type: Undead
- Sunlight Sensitivity. While in sunlight, the undead has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
- Damage Immunities: poison
- Condition Immunities: exhaustion, poisoned
- Senses: Darkvision 60ft
Monster Classes
Alchemist
💀 | 🟥 STR | 🟧 DEX | 🟨 CON | 🟩 INT | 🟦 WIS | 🟪 CHA |
---|---|---|---|---|---|---|
= | -1 | -1 | +0 | +8 | +2 | +4 |
♠️ Skills: Arcana +4
⚔️ Actions:
Multiattack. The skeletal alchemist makes two Lob Acid attacks.
Lob Acid. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 10 (2d8 + 1) acid damage.