How to Read Monster Stats in D&d

Chapter 12: Monsters

Guidelines for understanding the data found in a monster's statistics are presented below.

Monster Statistics

A monster'south statistics, sometimes referred to as itsstat block, provide the essential information that you need to run the monster.

Size

A monster can exist Tiny, Pocket-size, Medium, Large, Huge, or Gargantuan. The Size Categories tabular array shows how much space a animate being of a item size controls in combat. See the Movement and Position section for more data on creature size and space.

MODIFYING CREATURES

Despite the versatile collection of monsters in theMonster Transmission, you might be at a loss when it comes to finding the perfect creature for part of an adventure. Feel costless to tweak an existing animate being to make information technology into something more useful for you lot, perhaps by borrowing a trait or two from a different monster or past using avariant ortemplate. Keep in mind that modifying a monster, including when you utilise a template to it, might change its challenge rating.

A monster's blazon speaks to its fundamental nature. Certain spells, magic items, class features, and other furnishings in the game interact in special ways with creatures of a particular type. For instance, an arrow of slaying(dragon) deals extra damage not only to dragons but also other creatures of the dragon type, such equally dragon turtles and wyverns.

The game includes the following monster types, which have no rules of their own.

Aberrations are utterly alien beings. Many of them have innate magical abilities fatigued from the creature'southward alien mind rather than the mystical forces of the world. The quintessential aberrations are aboleths, and slaadi.

Beasts are nonhumanoid creatures that are a natural part of the fantasy ecology. Some of them have magical powers, but most are unintelligent and lack any gild or language. Beasts include all varieties of ordinary animals, dinosaurs, and giant versions of animals.

Celestials are creatures native to the Upper Planes. Many of them are the servants of deities, employed as messengers or agents in the mortal realm and throughout the planes. Celestials are good by nature, and then the exceptional angelic who strays from a good alignment is a horrifying rarity. Celestials include angels, couatls, and pegasi.

Constructs are made, not born. Some are programmed by their creators to follow a unproblematic set of instructions, while others are imbued with sentience and capable of independent idea. Golems are the iconic constructs. Many creatures native to the outer plane of Mechanus, such as modrons, are constructs shaped from the raw material of the plane by the volition of more powerful creatures.

Dragons are large reptilian creatures of aboriginal origin and tremendous power. True dragons, including the good metallic dragons and the evil chromatic dragons, are highly intelligent and have innate magic. Also in this category are creatures distantly related to true dragons, just less powerful, less intelligent, and less magical, such as wyverns and pseudodragons.

Elementals are creatures native to the elemental planes. Some creatures of this type are niggling more than animate masses of their respective elements, including the creatures simply chosen elementals. Others take biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. Other elemental creatures include azers, invisible stalkers, and h2o weirds.

Fey are magical creatures closely tied to the forces of nature. They dwell in twilight groves and misty forests. In some worlds, they are closely tied to the Feywild, also called the Aeroplane of Faerie. Some are too found in the Outer Planes, peculiarly the planes of Arborea and the 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, but many more labor under the leadership of archdevils and demon princes. Evil priests and mages sometimes summon fiends to the material world to practice their bidding. If an evil celestial is a rarity, a good fiend is almost inconceivable. Fiends include demons, devils, hell hounds, rakshasas, and yugoloths.

Giants belfry over humans and their kind. They are humanlike in shape, though some accept multiple heads (ettins) or deformities (fomorians). The half-dozen varieties of true behemothic are loma giants, stone giants, frost giants, fire giants, cloud giants, and storm giants. Besides these, creatures such as ogres and trolls are giants.

Humanoids are the primary peoples of a fantasy gaming world, both civilized and savage, including humans and a tremendous variety of other species. They have linguistic communication and culture, few if any innate magical abilities (though well-nigh humanoids can learn spellcasting), and a bipedal form. The most common humanoid races are the ones almost suitable equally thespian characters: humans, dwarves, elves, and halflings. Virtually equally numerous only far more cruel and vicious, and most uniformly evil, are the races of goblinoids (goblins, hobgoblins, and bugbears), orcs, gnolls, lizardfolk, and kobolds.

Monstrosities are monsters in the strictest sense--frightening creatures that are non ordinary, not truly natural, and almost never benign. Some are the results of magical experimentation gone amiss (such equally owlbears), and others are the product of terrible curses (including minotaurs). They defy categorization, and in some sense serve as a catch-all category for creatures that don't fit into any other type.

Oozes are gelatinous creatures that rarely take a stock-still shape. They are more often than not subterranean, dwelling in caves and dungeons and feeding on refuse, feces, or creatures unlucky enough to go far their style. Black puddings and gelled cubes are amongst the nigh recognizable oozes.

Plants in this context are vegetable creatures, not ordinary flora. Well-nigh of them are ambulatory, and some are carnivorous. The quintessential plants are the shambling mound and the treant. Fungal creatures such equally the gas spore and the myconid as well fall into this category.

Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. Undead include walking corpses, such equally vampires and zombies, likewise equally bodiless spirits, such as ghosts and specters.

A monster might take 1 or more tags appended to its type, in parentheses. For example, an orc has the humanoid (orc) type. The parenthetical tags provide additional categorization for sure creatures. The tags take no rules of their own, only something in the game, such as a magic item, might refer to them. For instance, a spear that is specially effective at fighting demons would work against any monster that has the demon tag.

A monster'due south alignment provides a clue to its disposition and how it behaves in a roleplaying or gainsay situation. For example, a chaotic evil monster might be difficult to reason with and might attack characters on sight, whereas a neutral monster might exist willing to negotiate.

The alignment specified in a monster's stat cake is the default. Feel free to depart from it and modify a monster'due south alignment to conform the needs of your campaign. If you want a good-aligned dark-green dragon or an evil storm giant, in that location's nothing stopping you.

Some creatures can haveany alignment. In other words, you choose the monster's alignment. Some monster's alignment entry indicates a tendency or aversion toward police, chaos, good, or evil. For example, a berserker can be any chaotic alignment (chaotic expert, chaotic neutral, or cluttered evil), as befits its wild nature.

Many creatures of low intelligence have no comprehension of constabulary or chaos, adept or evil. They don't make moral or upstanding choices, simply rather act on instinct. These creatures are unaligned, which ways they don't have an alignment.

A monster that wears armor or carries a shield has an Armor Class (AC) that takes its armor, shield, and Dexterity into account. Otherwise, a monster'south Air conditioning is based on its Dexterity modifier and natural armor, if any. If a monster has natural armor, wears armor, or carries a shield, this is noted in parentheses later its AC value.

A monster usually dies or is destroyed when it drops to 0 hitting points.

A monster'due south striking points are presented both every bit a die expression and as an boilerplate number. For example, a monster with 2d8 hitting points has 9 hit points on average (two × 4½).

A monster'southward size determines the die used to calculate its hit points, as shown in the Hit Dice by Size table.

Monster Size Hit Die Avg HP per Die
Tiny d4 ii 1/2
Small d6 3 1/ii
Medium d8 4 1/two
Large d10 5 1/2
Huge d12 6 i/ii
Gargantuan d20 10 1/two


A monster'due south Constitution modifier also affects the number of striking points information technology has. Its Constitution modifier is multiplied by the number of Hit Dice information technology possesses, and the result is added to its hit points. For example, if a monster has a Constitution of 12 (+1 modifier) and 2d8 Hitting Dice, it has 2d8 + 2 striking points (average 11).

Speed

A monster's speed tells you how far it can move on its plough.

All creatures have a walking speed, simply called the monster's speed. Creatures that have no form of ground-based locomotion have a walking speed of 0 feet. Some creatures take one or more of the post-obit additional movement modes.

A monster that has a burrowing speed can employ that speed to motility through sand, earth, mud, or ice. A monster tin't burrow through solid rock unless information technology has a special trait that allows it to exercise so.

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

A monster that has a flying speed can use all or office of its movement to fly. Some monsters have the ability tohover, which makes them difficult to knock out of the air. Such a monster stops hovering when it dies.

A monster that has a swimming speed doesn't need to spend actress movement to swim.

Power Scores

Every monster has half-dozen ability scores (Force, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and corresponding modifiers.

Saving Throws

The Saving Throws entry is reserved for creatures that are adept at resisting sure kinds of effects. For example, a animal that isn't hands overjoyed or frightened might proceeds a bonus on its Wisdom saving throws. Most creatures don't have special saving throw bonuses, in which example this department is absent.

A saving throw bonus is the sum of a monster's relevant ability modifier and its proficiency bonus, which is adamant by the monster's challenge rating (as shown in the Proficiency Bonus by Challenge Rating table).

Challenge Proficiency Bonus
0 +2
1/8 +ii
1/four +ii
1/2 +ii
1 +2
2 +two
3 +2
iv +ii
5 +3
six +3
seven +iii
eight +3
9 +4
10 +4
11 +4
12 +4
13 +5
xiv +5
xv +5
16 +v
17 +six
eighteen +6
nineteen +half dozen
xx +6
21 +7
22 +7
23 +7
24 +7
25 +viii
26 +8
27 +viii
28 +8
29 +9
30 +nine

Skills

The Skills entry is reserved for monsters that are proficient in i or more skills. For case, a monster that is very perceptive and stealthy might take 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 adamant by the monster'due south challenge rating (as shown in the Proficiency Bonus by Challenge Rating tabular array). Other modifiers might utilise. For instance, a monster might take a larger-than-expected bonus (usually double its proficiency bonus) to account for its heightened expertise.

Armor, Weapon, and Tool Proficiencies

Assume that a creature is skillful with its armor, weapons, and tools. If you swap them out, you decide whether the creature is proficient with its new equipment.

For case, a hill behemothic typically wears hide armor and wields a greatclub. You could equip a colina giant with chain mail and a greataxe instead, and assume the behemothic is proficient with both, one or the other, or neither.

Vulnerabilities, Resistances, and Immunities

Some creatures have vulnerability, resistance, or immunity to certain types of impairment. Item creatures are even resistant or allowed to damage from nonmagical attacks (a magical attack is an attack delivered by a spell, a magic detail, or some other magical source). In addition, some creatures are immune to sure conditions.

Senses

The Senses entry notes a monster'south passive Wisdom (Perception) score, as well as any special senses the monster might have. Special senses are described below.

A monster with blindsight can perceive its surroundings without relying on sight, within a specific radius.

Creatures without eyes, such as grimlocks and grayness oozes, typically have this special sense, equally practice creatures with echolocation or heightened senses, such every bit bats and true dragons.

If a monster is naturally blind, it has a parenthetical note to this event, indicating that the radius of its blindsight defines the maximum range of its perception.

A monster with darkvision can run into in the dark inside a specific radius. The monster tin see in dim light within the radius as if it were bright light, and in darkness as if information technology were dim light. The monster can't discern color in darkness, only shades of gray. Many creatures that live hole-and-corner accept this special sense.

A monster with tremorsense tin can detect and pinpoint the origin of vibrations within a specific radius, provided that the monster and the source of the vibrations are in contact with the same footing or substance.

Tremorsense tin't exist used to detect flying or incorporeal creatures. Many burrowing creatures, such as ankhegs, accept this special sense.

A monster with truesight can, out to a specific range, see in normal and magical darkness, run into invisible creatures and objects, automatically observe 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 inside the same range.

The languages that a monster can speak are listed in alphabetical order. Sometimes a monster can sympathize a language but can't speak it, and this is noted in its entry. A "--" indicates that a brute neither speaks nor understands whatever language.

Telepathy is a magical ability that allows a monster to communicate mentally with some other fauna inside a specified range. The contacted creature doesn't demand to share a language with the monster to communicate in this way with information technology, but it must be able to understand at least one language. A animate being without telepathy can receive and reply to telepathic letters merely can't initiate or terminate a telepathic conversation.

A telepathic monster doesn't need to run across a contacted creature and can end the telepathic contact at whatsoever time. The contact is cleaved as shortly as the 2 creatures are no longer within range of each other or if the telepathic monster contacts a unlike animate being within range. A telepathic monster can initiate or stop a telepathic chat without using an action, but while the monster is incapacitated, information technology can't initiate telepathic contact, and whatever current contact is terminated.

A animal inside the expanse of an antimagic field or in any other location where magic doesn't function tin can't send or receive telepathic messages.

Challenge

A monster'due southchallenge 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 ane.

Monsters that are significantly weaker than 1st- level characters have a challenge rating lower than 1. Monsters with a challenge rating of 0 are insignificant except in large numbers; those with no effective attacks are worth no feel points, while those that have attacks are worth 10 XP each.

Some monsters nowadays a greater challenge than fifty-fifty a typical 20th-level party can handle. These monsters have a challenge rating of 21 or higher and are specifically designed to exam histrion skill.

The number of experience points (XP) a monster is worth is based on its challenge rating. Typically, XP is awarded for defeating the monster, although the DM may also award XP for neutralizing the threat posed by the monster in some other way. Unless something tells you otherwise, a monster summoned by a spell or other magical power is worth the XP noted in its stat block.

Claiming XP
0 0 or 10
ane/8 25
1/4 fifty
one/2 100
1 200
ii 450
3 700
4 1,100
5 one,800
6 2,300
vii ii,900
8 three,900
ix 5,000
10 5,900
eleven 7,200
12 viii,400
13 ten,000
fourteen 11,500
15 13,000
sixteen 15,000
17 18,000
18 20,000
nineteen 22,000
20 25,000
21 33,000
22 41,000
23 fifty,000
24 62,000
25 75,000
26 90,000
27 105,000
28 120,000
29 135,000
30 155,000

Special Traits

Special traits (which appear after a monster's challenge rating but earlier any actions or reactions) are characteristics that are likely to be relevant in a gainsay come across and that require some explanation.

A monster with the innate ability to bandage spells has the Innate Spellcasting special trait. Unless noted otherwise, an innate spell of 1st level or college is always cast at its everyman possible level and tin't exist bandage at a higher level. If a monster has a cantrip where its level matters and no level is given, apply the monster's challenge rating.

An innate spell tin accept special rules or restrictions. For example, a drow mage tin 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 crave attack rolls, no set on bonus is given for them.

A monster with the Spellcasting course 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 listing might too include spells from a feature in that class, such as the Divine Domain feature of the cleric or the Druid Circumvolve feature of the druid. The monster is considered a member of that grade 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 listing at a higher level if it has the spell slot to do so. For case, a drow mage with the tertiary-level lightning bolt spell tin can bandage information technology as a 5th-level spell by using one of its fifth-level spell slots.

Y'all 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 grade list. If you practice so, you might cause the monster to be a greater or lesser threat than suggested by its challenge rating.

A monster that casts spells using merely 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 whatever components to cast its spells.

Actions

When a monster takes its action, it can choose from the options in the Actions department of its stat cake or use one of the actions available to all creatures, such equally 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 tin exist spell attacks or weapon attacks, where the "weapon" might be a manufactured item or a natural weapon, such every bit a claw or tail spike.

Creature vs. Target. The target of a melee or ranged attack is usually either one animate being or one target, the divergence being that a "target" can exist a creature or an object.

Hitting. Whatever damage dealt or other effects that occur as a result of an assault hitting a target are described after the "Hit" note. You take the selection of taking average harm or rolling the damage; for this reason, both the average impairment 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:" note.

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

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 set on, 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 independent here. If a creature has no special reaction, this section is absent.

Express Usage

Some special abilities take restrictions on the number of times they can exist used.

X/Twenty-four hour period. The annotation "Ten/24-hour interval" ways a special power can exist used X number of times and that a monster must cease a long rest to regain expended uses. For example, "1/Day" means a special ability can exist used once and that the monster must cease a long rest to employ information technology over again.

Recharge 10–Y. The annotation "Recharge X–Y" ways a monster can employ a special power once and that the ability then has a random chance of recharging during each subsequent round of combat. At the showtime of each of the monster's turns, scroll a d6. If the roll is one of the numbers in the recharge notation, the monster regains the utilize of the special ability. The ability besides recharges when the monster finishes a short or long rest.

For example, "Recharge v–6" ways a monster tin use the special ability once. Then, at the start of the monster's plough, it regains the use of that ability if it rolls a 5 or 6 on a d6.

Recharge later on a Short or Long Residue. This note means that a monster can use a special ability once and then must finish a short or long balance to use it once again.

Grapple Rules for Monsters

Many monsters accept special attacks that allow them to quickly grapple prey. When a monster hits with such an assail, it doesn't need to make an additional ability cheque to make up one's mind whether the grapple succeeds, unless the attack says otherwise.

A creature grappled by the monster can apply its activity to endeavour to escape. To do so, it must succeed on a Force (Athletics) or Dexterity (Acrobatics) check against the escape DC in the monster'south stat block. If no escape DC is given, assume the DC is 10 + the monster'southward Strength (Athletics) modifier.

Equipment

A stat cake rarely refers to equipment, other than armor or weapons used by a monster. A brute that customarily wears wearing apparel, such every bit a humanoid, is causeless to be dressed appropriately.

Yous tin can equip monsters with additional gear and trinkets however you like, and you decide how much of a monster's equipment is recoverable afterward the creature is slain and whether any of that equipment is all the same usable. A dilapidated suit of armor made for a monster is rarely usable by someone else, for example. If a spellcasting monster needs material components to bandage its spells, presume that it has the material components it needs to bandage the spells in its stat block.

Legendary Creatures

A legendary creature can do things that ordinary creatures tin't. It can take special actions outside its plow, and it might exert magical influence for miles effectually.

If a creature assumes the form of a legendary beast, such equally through a spell, it doesn't gain that form'due south 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. Just one legendary action option can be used at a time and only at the terminate of another animal'due south turn. A creature regains its spent legendary deportment at the start of its turn. Information technology can forgo using them, and it can't apply them while incapacitated or otherwise unable to accept deportment. If surprised, it tin't employ them until after its offset turn in the combat.

A Legendary Beast's Lair

A legendary creature might have a section describing its lair and the special furnishings it can create while there, either past 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, information technology tin use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it tin use i of its lair action options. Information technology tin can't do and so while incapacitated or otherwise unable to have actions. If surprised, it can't apply one until afterward its get-go plough in the combat.

Regional Effects

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

Monster Stat Blocks

Monster Stat Blocks (A)

Monster Stat Blocks (B)

Monster Stat Blocks (C)

Monster Stat Blocks (D)

Monster Stat Blocks (E)

Monster Stat Blocks (F)

Monster Stat Blocks (G)

Monster Stat Blocks (H)

Monster Stat Blocks (I)

Monster Stat Blocks (J)

Monster Stat Blocks (Thousand)

Monster Stat Blocks (L)

Monster Stat Blocks (Grand)

Monster Stat Blocks (N)

Monster Stat Blocks (O)

Monster Stat Blocks (P)

Monster Stat Blocks (Q)

Monster Stat Blocks (R)

Monster Stat Blocks (S)

Monster Stat Blocks (T)

Monster Stat Blocks (U)

Monster Stat Blocks (V)

Monster Stat Blocks (W)

Monster Stat Blocks (X)

Monster Stat Blocks (Y)

Monster Stat Blocks (Z)

Nonplayer Characters

TheMonster Manual contains statistics for diverse humanoid nonplayer characters (NPCs) that adventurers might come across during a campaign, including lowly commoners and mighty archmages. Stat blocks tin be used to represent both human and nonhuman NPCs.

Customizing NPCs

In that location are many easy ways to customize the NPCs for your abode campaign.

Racial Traits

You can add racial traits to an NPC. For example, a halfling druid might take a speed of 25 feet and the Lucky trait. Calculation racial traits to an NPC doesn't alter its challenge rating. For more on racial traits, see the Histrion's Handbook.

Spell Swaps

1 way to customize an NPC spellcaster is to replace one or more of its spells. You tin substitute any spell on the NPC's spell list with a different spell of the aforementioned level from the same spell list. Swapping spells in this manner doesn't alter an NPC'due south challenge rating.

Armor and Weapon Swaps

Yous can upgrade or downgrade an NPC'southward armor, or add or switch weapons. Adjustments to Armor Class and damage tin change an NPC'south challenge rating.

Magic Items

The more powerful an NPC, the more likely it has 1 or more magic items in its possession. An archmage, for example, might have a magic staff or wand, as well as one or more than potions and scrolls. Giving an NPC a potent harm-dealing magic item could change its challenge rating.

NPC Descriptions

Acolyte

Ar mor Class 10

Hit Po ints 9 (2d8)

Speed thirty ft.

Skills Medicine +iv, Religion +ii

Senses passive Perception 12

Languages any one language (usually Common)

Challenge one/4 (50 XP)

Spellcasting. The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell salvage DC 12, +4 to hit with spell attacks). The acolyte has post-obit cleric spells prepared:

Cantrips (at will):light,sacred flame,thaumaturgy

1st level (3 slots):bless,cure wounds,sanctuary

Actions

Club. Melee Weapon Attack: +2 to hitting, reach v ft., i target. Hitting:2 (1d4) bludgeoning impairment.

Acolytes are junior members of a clergy, usually accountable to a priest. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities.

Archmage

Armor Form12 (15 withmage armor)

Hit Points 99 (18d8 + 18)

Speed xxx ft.

Saving Throws Int +nine, Wis +6

Skills Arcana +13, History +xiii

Impairment Resistance damage from spells; nonmagical bludgeoning, piercing, and slashing (fromstoneskin)

Senses passive Perception 12

Languages any six languages

Challenge 12 (viii,400 XP)

Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.

Spellcasting. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage tin castdisguise selfandinvisibility at will and has the following wizard spells prepared:

Cantrips (at will):fire bolt,light,mage paw,prestidigitation,shocking grasp

1st level (iv slots):notice magic,identify,mage armor,* magic missile

2nd level (three slots):notice thoughts,mirror prototype,misty stride

3rd level (3 slots):counterspell,fly,lightning bolt

4th level (3 slots):adjournment,fire shield,stoneskin*

5th level (iii slots):cone of cold,scrying,wall of forcefulness

6th level (1 slot):world of invulnerability

7th level (1 slot):teleport

8th level (one slot):heed blank*

9th level (1 slot):time stop

*The archmage casts these spells on itself be fore combat.

Actions

Dagger. Melee or Ranged Weapon Attack:+half-dozen to hit, reach 5 ft. or range 20/60 ft., ane target.Hit: 4 (1d4 + two) piercing damage.

Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without suspension.

An archmage typically has one or more than amateur mages, and an archmage's dwelling has numerous magical wards and guardians to discourage interlopers.

Assassin

Armor Class 15 (studded leather)

Hit Points 78 (12d8 + 24)

Speed 30 ft.

Saving Throws Dex +6, Int +four

Skills Acrobatics +six, Deception +3, Perception +3, Stealth +9

Damage Resist ances poison

Senses passive Perception 13

Languages Thieves' cant plus whatsoever 2 languages

Claiming 8 (three,900 XP)

Assassinate. During its outset turn, the assassinator has advantage on set on rolls against any creature that hasn't taken a turn. Any hitting the assassin scores confronting a surprised creature is a critical hit.

Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take simply one-half damage, the assassin instead takes no impairment if it succeeds on the saving throw, and but one-half damage if it fails.

Sneak Assault (1/Turn). The assassin deals an extra 14 (4d6) damage when it hits a target with a weapon assail and has reward on the attack gyre, or when the target is within v anxiety of an marry of the assassinator that isn't incapacitated and the assassin doesn't have disadvantage on the attack scroll.

Actions

Multiattack.The assassin makes two shortsword attacks.

Shortsword.Melee Weapon Attack: +6 to striking, accomplish 5 ft., i target.Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC xv Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half equally much damage on a successful one.

Light Crossbow. Ranged Weapon Attack: +vi to striking, range 80/320 ft., one target.Hit: 7 (1d8 + 3) piercing damage, and the target must brand a DC 15 Constitution saving throw, taking 24 (7d6) poisonous substance harm on a failed relieve, or half as much harm on a successful i.

Trained in the use of poison,assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.

Bandit

Armor Class12 (leather armor)

Hit Points eleven (2d8 + two)

Speed 30 ft.

Senses passive Perception 10

Languages any one language (ordinarily Common)

Challenge 1/viii (25 XP)

Actions

Scimitar.Melee Weapon Attack: +3 to hitting, achieve v ft., one target.Hit: 4 (1d6 + 1) slashing damage.

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., i target. Striking:5 (1d8 + ane) piercing impairment.

Bandits rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, affliction, or famine can often bulldoze otherwise honest folk to a life of banditry.

Pirates are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might exist privateers sanctioned by the crown to attack and plunder an enemy nation'south vessels.

Bandit Captain

Armor Class fifteen (studded leather)

Hit Points 65 (10d8 + 20)

Speed 30 ft.

Saving Throws Str +iv, Dex +5, Wis +2

Skills Athletics +4, Deception +iv

Senses passive Perception 10

Languages any two languages

Challeng e ii (450 XP)

Actions

Multiattack.The captain makes iii melee attacks: 2 with its scimitar and i with its dagger. Or the helm makes ii ranged attacks with its daggers.

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

Dagger. Melee or Ranged Weapon Attack: +5 to hit, achieve 5 ft. or range 20/60 ft., one target.Hit:v (1d4 + 3) piercing harm.

Reactions

Parry.The captain adds 2 to its Ac against i melee assail that would striking information technology. To practice so, the helm must see the attacker and be wielding a melee weapon.

It takes a strong personality, ruthless cunning, and a silver tongue to continue a gang of bandits in line. Thebandit helm has these qualities in spades.

In improver to managing a crew of selfish malcontents, thepirate captain is a variation of the bandit helm, with a ship to protect and command. To continue the crew in line, the captain must mete out rewards and penalty on a regular basis.

More than treasure, a bandit captain or pirate helm craves infamy. A prisoner who appeals to the captain'south vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation.

Berserker

Armor Class 13 (hide armor)

Hit Points 67 (9d8 + 27)

Speed 30 ft.

Senses passive Perception x

Languages any i language (usually Common)

Challeng e2 (450 XP)

Reckless.At the offset of its turn, the berserker can proceeds advantage on all melee weapon attack rolls during that plow, but attack rolls confronting it have advantage until the start of its next turn.

Actions

Greataxe. Melee Weapon Attack: +5 to hit, accomplish 5 ft., ane target. Striking: nine (1d12 + iii) slashing damage.

Hailing from uncivilized lands, unpredictableberserkers come together in war parties and seek conflict wherever they tin can discover information technology.

Commoner

Ar mor Class x

Hitting Po ints 4 (1d8)

Speed 30 ft.

Senses passive Perception 10

Languages whatever ane language (unremarkably Common)

Challen ge0 (x XP)

Actions

Gild. Melee Weapon Attack: +2 to hit, attain five ft., ane target.Hit:2 (1d4) bludgeoning damage.

Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.

Cultist

Armor Form 12 (leather armor)

Hitting Po ints 9 (2d8)

Speed 30 ft.

Skills Deception +2, Religion +2

Senses passive Perception 10

Languages any one language (usually Common)

Challenge 1/8 (25 XP)

Dark Devotion. The cultist has advantage on saving throws against beingness charmed or frightened.

Deportment

Scimitar. Melee Weapon Attack: +3 to striking, accomplish five ft., 1 creature.Hit: four (1d6 + 1) slashing damage.

Cultists swear allegiance to night powers such as elemental princes, demon lords, or archdevils. Most muffle their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Dissimilar evil acolytes, cultists often show signs of insanity in their beliefs and practices.

Cult Fanatic

Armor Form 13 (leather armor)

Hit Points 33 (6d8 + vi)

Speed 30 ft.

Skills Deception +4, Persuasion +4, Religion +2

Senses passive Perception 11

Languages whatsoever i language (ordinarily Mutual)

Challeng eii (450 XP)

Nighttime Devotion. The fanatic has advantage on saving throws against being charmed or frightened.

Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:

Cantrips (at will):light,sacred flame,thaumaturgy

1st level (4 slots):command, inflict wounds, shield of religion

second level (3 slots):hold person,spiritual weapon

Actions

Multiattack.The fanatic makes two melee attacks.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, accomplish 5 ft. or range 20/sixty ft., 1 animate being.Hitting: iv (1d4 + 2) piercing harm.

Fanatics are ofttimes part of a cult'southward leadership, using their charisma and dogma to influence and prey on those of weak will. Well-nigh are interested in personal power above all else.

Druid

Armor Class 11 (sixteen withbarkskin)

Hitting Points 27 (5d8 + 5)

Speed30 ft.

Skills Medicine +iv, Nature +3, Perception +four

Senses passive Perception xiv

Languages Druidic plus any two languages

Challeng e ii (450 XP)

Spellcasting. The druid is a 4th-level spellcaster. Its spellcasting power is Wisdom (spell relieve DC 12, +four to hit with spell attacks). It has the following druid spells prepared:

Cantrips (at will):druidcraft,produce flame,shillelagh

1st level (4 slots):entangle,longstrider,speak with animals,thunderwave

2nd level (3 slots):animate being messenger,barkskin

Actions

Quarterstaff. Melee Weapon Attack:+two to hit (+4 to hit withshillelagh), accomplish 5 ft., 1 target.Hit: 3 (1d6) bludgeoning damage, or four (1d8 + 2) bludgeoning damage withshillelagh or if wielded with ii hands.

Druids dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some aretribal shamans who heal the sick, pray to fauna spirits, and provide spiritual guidance.

Gladiator

Armor Class 16 (studded leather, shield)

Hit Points 112 (15d8 + 45)

Speed 30 ft.

Saving Throws Str +7, Dex +v, Con +6

Skills Athletics +10, Intimidation +5

Senses passive Perception 11

Languages whatsoever one language (unremarkably Mutual)

Challenge5 (1,800 XP)

Brave. The gladiator has advantage on saving throws against being frightened.

Brute. A melee weapon deals one extra die of its impairment when the gladiator hits with information technology (included in the assault).

Deportment

Multiattack.The gladiator makes iii melee attacks or ii ranged attacks.

Spear. Melee or Ranged Weapon Assault: +7 to striking, achieve v ft. and range xx/lx ft., 1 target.Hit: xi (2d6 + 4) piercing harm, or 13 (2d8 + four) piercing damage if used with 2 easily to make a melee set on.

Shield Fustigate. Melee Weapon Attack: +7 to hit, achieve 5 ft., one creature.Hit:nine (2d4 + four) bludgeoning damage. If the target is a Medium or smaller fauna, information technology must succeed on a DC 15 Strength saving throw or be knocked prone.

Reactions

Parry.The gladiator adds 3 to its AC against one melee assault that would striking it. To do so, the gladiator must run into the attacker and exist wielding a melee weapon.

Gladiators battle for the amusement of raucous crowds. Some gladiators are roughshod pit fighters who care for each match as a life-or-death struggle, while others are professional duelists who command huge fees but rarely fight to the death.

Baby-sit

Armor Class 16 (concatenation shirt, shield)

Hit Points 11 (2d8 + 2)

Speed 30 ft.

Skills Perception +2

Senses passive Perception 12

Languages any one language (usually Common)

Challenge 1/8 (25 XP)

Deportment

Spear. Melee or Ranged Weapon Set on: +3 to striking, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + ane) piercing damage.

Guards include members of a metropolis watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles.

Knight

Armor Clas s 18 (plate)

Hit Points 52 (8d8 + 16)

Speed 30 ft.

Saving Throws Con +iv, Wis +two

Senses passive Perception 10

Languages any 1 linguistic communication (usually Common)

Challeng eiii (700 XP)

Brave. The knight has advantage on saving throws against being frightened.

Actions

Multiattack.The knight makes two melee attacks.

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

Heavy Crossbow.Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target.Hit: 5 (1d10) piercing impairment.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special control or warning whenever a nonhostile creature that it tin can see within thirty feet of it makes an attack gyre or a saving throw. The animate being can add together a d4 to its curl provided it tin hear and empathize the knight. A animal tin can benefit from but one Leadership die at a time. This effect ends if the knight is incapacitated.

Reactions

Parry.The knight adds two to its Air conditioning against one melee attack that would hit information technology. To do so, the knight must encounter the assaulter and be wielding a melee weapon.

Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight'southward alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight oftentimes travels with an entourage that includes squires and hirelings who are commoners.

Mage

Armor Class 12 (15 withmage armor)

Hit Poi nts 40 (9d8)

Speed thirty ft.

Saving Throws Int +vi, Wis +4

Skills Arcana +6, History +6

Senses passive Perception 11

Languages any 4 languages

Claiming6 (2,300 XP)

Spellcasting. The mage is a ninth-level spellcaster. Its spellcasting ability is Intelligence (spell relieve DC fourteen, +6 to striking with spell attacks). The mage has the following wizard spells prepared:

Cantrips (at will):fire bolt,light,mage hand,prestidigitation

1st level (four slots):detect magic,mage armor,magic missile,shield

2nd level (3 slots):misty pace,suggestion

third level (3 slots):counterspell,fireball,wing

4th level (3 slots):greater invisibility,ice storm

5th level (1 slot):cone of cold

Actions

Dagger. Melee or Ranged Weapon Attack:+five to hit, reach 5 ft. or range twenty/lx ft., one target. Hit: 4 (1d4 + two) piercing damage.

Mages spend their lives in the study and practice of magic. Proficient-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.

Noble

Armor Class 15 (breastplate)

Striking Po ints 9 (2d8)

Speed xxx ft.

Skills Charade +five, Insight +4, Persuasion +v

Senses passive Perception 12

Languages any 2 languages

Challenge 1/viii (25 XP)

Actions

Rapier. Melee Weapon Assail: +three to hit, reach 5 ft., ane target.Striking: 5 (1d8 + 1) piercing damage.

Reactions

Parry.The noble adds ii to its AC against one melee attack that would hit information technology. To do and then, the noble must see the attacker and be wielding a melee weapon.

Nobles wield great authority and influence every bit members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the visitor of guards, equally well every bit servants who are commoners.

The noble'south statistics tin also be used to representcourtiers who aren't of noble birth.

Priest

Armor Grade thirteen (concatenation shirt)

Hit Points 27 (5d8 + 5)

Speed 30 ft.

Skills Medicine +vii, Persuasion +3, Religion +five

Senses passive Perception 13

Languages whatever two languages

Challeng e2 (450 XP)

Divine Eminence. As a bonus activity, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hitting. This do good lasts until the end of the plow. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.

Spellcasting. The priest is a fifth-level spellcaster. Its spellcasting power is Wisdom (spell save DC 13, +5 to striking with spell attacks). The priest has the following cleric spells prepared:

Cantrips (at will):lite, sacred flame,thaumaturgy

1st level (iv slots):cure wounds, guiding bolt,sanctuary

2nd level (3 slots):lesser restoration,spiritual weapon

tertiary level (2 slots):dispel magic,spirit guardians

Actions

Mace. Melee Weapon Assault: +2 to hitting, accomplish 5 ft., ane target.Hit: three (1d6) bludgeoning harm.

Priests bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and ofttimes hold positions of influence in their communities. Evil priests might work openly nether a tyrant, or they might be the leaders of religious sects hidden in the shadows of skillful society, overseeing depraved rites.

A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties.

Scout

Armor Form 13 (leather armor)

Hit Points 16 (3d8 + 3)

Speed 30 ft.

Skills Nature +iv, Perception +5, Stealth +half-dozen, Survival +5

Senses passive Perception 15

Languages whatsoever 1 language (usually Common)

Challengei/two (100 XP)

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

Deportment

Multiattack.The scout makes two melee attacks or ii ranged attacks.

Shortsword. Melee Weapon Attack:+4 to hit, reach v ft., i target.Hit: 5 (1d6 + two) piercing damage.

Longbow.Ranged Weapon Attack:+four to hit, ranged 150/600 ft., i target.Hitting:6 (1d8 + two) piercing damage.

Scouts are skilled hunters and trackers who offer their services for a fee. Most chase wild game, just a few work as compensation hunters, serve equally guides, or provide military machine reconnaissance.

Spy

Ar mor Course 12

Hit Poi nts 27 (6d8)

Speed thirty ft.

SkillsCharade +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Mitt +4, Stealth +4

Senses passive Perception 16

Languages whatsoever two languages

Challeng e one (200 XP)

Cunning Activity. On each of its turns, the spy can apply a bonus action to take the Nuance, Disengage, or Hibernate action.

Sneak Set on (one/Plow). The spy deals an extra 7 (2d6) damage when it hits a target with a weapon assault and has advantage on the attack ringlet, or when the target is within 5 feet of an marry of the spy that isn't incapacitated and the spy doesn't have disadvantage on the assail roll.

Actions

Multiattack. The spy makes two melee attacks.

Shortsword. Melee Weapon Attack: +four to hit, reach 5 ft., one target.Hit: 5 (1d6 + two) piercing harm.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range xxx/120 ft., i target.Hit: 5 (1d6 + 2) piercing damage.

Rulers, nobles, merchants, guildmasters, and other wealthy individuals usespies to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly assemble data. Loyal spies would rather die than divulge information that could compromise them or their employers.

Thug

Armor Class 11 (leather armor)

Hitting Points 32 (5d8 + 10)

Speed30 ft.

Skills Intimidation +2

Senses passive Perception 10

Languages any one language (unremarkably Common)

Claiming one/2 (100 XP)

Pack Tactics.The thug has reward on an attack roll confronting a creature if at to the lowest degree one of the thug'south allies is within 5 feet of the fauna and the ally isn't incapacitated.

Deportment

Multiattack.The thug makes 2 melee attacks.

Mace. Melee Weapon Assail: +4 to hitting, accomplish 5 ft., one creature.Hit: 5 (1d6 + 2) bludgeoning impairment.

Heavy Crossbow.Ranged Weapon Attack: +ii to hit, range 100/400 ft., one target.Hit:5 (1d10) piercing damage.

Thugs are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples.

Tribal Warrior

Armor Form 12 (hibernate armor)

Hit Points 11 (2d8 + two)

Speed xxx ft.

Senses passive Perception 10

Languages whatsoever i linguistic communication

Challenge one/8 (25 XP)

Pack Tactics.The warrior has advantage on an assault roll against a creature if at least 1 of the warrior's allies is inside 5 feet of the creature and the ally isn't incapacitated.

Deportment

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range twenty/60 ft., one target.Hit: four (1d6 + one) piercing damage, or 5 (1d8 + 1) piercing harm if used with ii hands to brand a melee assail.

Tribal warriors alive beyond culture, almost oft subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its principal, who is the greatest or oldest warrior of the tribe or a tribe fellow member blessed by the gods.

Veteran

Armor Class 17 (splint)

Hit Points 58 (9d8 + 18)

Speed 30 ft.

Skills Athletics +5, Perception +2

Senses passive Perception 12

Languages any ane language (usually Common)

Challeng e3 (700 XP)

Actions

Multiattack.The veteran makes 2 longsword attacks. If information technology has a shortsword fatigued, it can also make a shortsword attack.

Longsword. Melee Weapon Assault: +v to hit, reach five ft., i target. Striking: 7 (1d8 + 3) slashing harm, or 8 (1d10 + three) slashing harm if used with two hands.

Shortsword. Melee Weapon Set on: +5 to hit, attain 5 ft., one target.Hit: half-dozen (1d6 + 3) piercing damage.

Heavy Crossbow.Ranged Weapon Attack: +3 to striking, range 100/400 ft., one target. Striking: half dozen (1d10 + 1) piercing harm.

Veterans are professional person fighters that take upwardly artillery for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves.

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Source: https://www.dndbeyond.com/sources/basic-rules/monsters

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