Dungeon Master's Basic Rules PDF

Summary

This document provides basic rules for Dungeon Masters in the Dungeons & Dragons role-playing game. It covers topics like monster statistics, creature types, and sizes within the game.

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Dungeon Master’s Basic Rules Version 0.4 Credits D&D Lead Designers: Mike Mearls, Jeremy Crawford Based on the original D&D game created by E. Gary Gygax and Dave Arneson, Design Team: Christopher Perkins, James Wy...

Dungeon Master’s Basic Rules Version 0.4 Credits D&D Lead Designers: Mike Mearls, Jeremy Crawford Based on the original D&D game created by E. Gary Gygax and Dave Arneson, Design Team: Christopher Perkins, James Wyatt, Rodney with Brian Blume, Rob Kuntz, James Ward, and Don Kaye Thompson, Robert J. Schwalb, Peter Lee, Steve Townshend, Drawing from further development by Bruce R. Cordell J. Eric Holmes, Tom Moldvay, Frank Mentzer, Aaron Allston, Editing Team: Chris Sims, Michele Carter, Scott Fitzgerald Gray Harold Johnson, David “Zeb” Cook, Ed Greenwood, Keith Producer: Greg Bilsland Baker, Tracy Hickman, Margaret Weis, Douglas Niles, Jeff Grubb, Jonathan Tweet, Monte Cook, Skip Williams, Richard Art Directors: Kate Irwin, Dan Gelon, Jon Schindehette, Mari Baker, Peter Adkison, Bill Slavicsek, Andy Collins, and Rob Kolkowsky, Melissa Rapier, Shauna Narciso Heinsoo Graphic Designers: Bree Heiss, Emi Tanji Interior Illustrator: Jaime Jones Playtesting provided by over 175,000 fans of D&D. Thank you! Additional Contributors: Kim Mohan, Matt Sernett, Chris Dupuis, Tom LaPille, Chris Tulach, Miranda Horner, Jennifer Clarke Wilkes, Steve Winter, Chris Youngs, Ben Petrisor, Tom Olsen Project Management: Neil Shinkle, Kim Graham, John Hay Production Services: Cynda Callaway, Brian Dumas, Jefferson Dunlap, Anita Williams Brand and Marketing: Nathan Stewart, Liz Schuh, Chris Lindsay, Shelly Mazzanoble, Hilary Ross, Laura Tommervik, Release: December 21, 2015 Kim Lundstrom, Trevor Kidd DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2015 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Available for download at Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, DungeonsandDragons.com Uxbridge, Middlesex, UB11 1ET, UK. Monsters Guidelines for understanding the information found in a iconic constructs. Many creatures native to the outer monster’s statistics are presented below. plane of Mechanus, such as modrons, are constructs shaped from the raw material of the plane by the will of Statistics more powerful creatures. Dragons are large reptilian creatures of ancient origin A monster’s statistics, sometimes referred to as its stat and tremendous power. True dragons, including the block, provide the essential information that you need good metallic dragons and the evil chromatic dragons, to run the monster. are highly intelligent and have innate magic. Also in this category are creatures distantly related to true dragons, Size but less powerful, less intelligent, and less magical, such A monster can be Tiny, Small, Medium, Large, Huge, as wyverns and pseudodragons. or Gargantuan. The Size Categories table shows how Elementals are creatures native to the elemental much space a creature of a particular size controls planes. Some creatures of this type are little more than in combat. See the player’s D&D basic rules or the animate masses of their respective elements, including Player’s Handbook for more information on creature the creatures simply called elementals. Others have size and space. biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the Size Categories most important civilizations on the elemental planes. Size Space Examples Other elemental creatures include azers, invisible Tiny 2½ by 2½ ft. Imp, sprite stalkers, and water weirds. Small 5 by 5 ft. Giant rat, goblin Fey are magical creatures closely tied to the forces of nature. They dwell in twilight groves and misty forests. Medium 5 by 5 ft. Orc, werewolf In some worlds, they are closely tied to the Feywild, also Large 10 by 10 ft. Hippogriff, ogre called the Plane of Faerie. Some are also found in the Huge 15 by 15 ft. Fire giant, treant Outer Planes, particularly the planes of Arborea and the Gargantuan 20 by 20 ft. or larger Kraken, purple worm Beastlands. Fey include dryads, pixies, and satyrs. Fiends are creatures of wickedness that are native to the Lower Planes. A few are the servants of deities, Type but many more labor under the leadership of archdevils A monster’s type speaks to its fundamental nature. and demon princes. Evil priests and mages sometimes Certain spells, magic items, class features, and other summon fiends to the material world to do their bidding. effects in the game interact in special ways with If an evil celestial is a rarity, a good fiend is almost creatures of a particular type. For example, an arrow of inconceivable. Fiends include demons, devils, hell dragon slaying deals extra damage not only to dragons hounds, rakshasas, and yugoloths. but also other creatures of the dragon type, such as Giants tower over humans and their kind. They are dragon turtles and wyverns. humanlike in shape, though some have multiple heads The game includes the following monster types, which (ettins) or deformities (fomorians). The six varieties of have no rules of their own. true giant are hill giants, stone giants, frost giants, fire Aberrations are utterly alien beings. Many of them giants, cloud giants, and storm giants. Besides these, have innate magical abilities drawn from the creature’s creatures such as ogres and trolls are giants. alien mind rather than the mystical forces of the world. Humanoids are the main peoples of the D&D The quintessential aberrations are aboleths, beholders, world, both civilized and savage, including humans mind flayers, and slaadi. and a tremendous variety of other species. They have Beasts are nonhumanoid creatures that are a natural language and culture, few if any innate magical abilities part of the fantasy ecology. Some of them have magical (though most humanoids can learn spellcasting), and a powers, but most are unintelligent and lack any society bipedal form. The most common humanoid races are or language. Beasts include all varieties of ordinary the ones most suitable as player characters: humans, animals, dinosaurs, and giant versions of animals. dwarves, elves, and halflings. Almost as numerous but Celestials are creatures native to the Upper Planes. far more savage and brutal, and almost uniformly evil, Many of them are the servants of deities, employed are the races of goblinoids (goblins, hobgoblins, and as messengers or agents in the mortal realm and bugbears), orcs, gnolls, lizardfolk, and kobolds. throughout the planes. Celestials are good by nature, Monstrosities are monsters in the strictest sense— so the exceptional celestial who strays from a good frightening creatures that are not ordinary, not truly alignment is a horrifying rarity. Celestials include natural, and almost never benign. Some are the angels, couatls, and pegasi. results of magical experimentation gone awry (such Constructs are made, not born. Some are as owlbears), and others are the product of terrible programmed by their creators to follow a simple set of curses (including minotaurs and yuan-ti). They defy instructions, while others are imbued with sentience categorization, and in some sense serve as a catch-all and capable of independent thought. Golems are the category for creatures that don’t fit into any other type. D&D DM’s Basic Rules v0.4 | Monsters 2 Not for resale. Permission granted to print and photocopy this document for personal use only. Oozes are gelatinous creatures that rarely have a Armor Class fixed shape. They are mostly subterranean, dwelling in caves and dungeons and feeding on refuse, carrion, A monster that wears armor or carries a shield has or creatures unlucky enough to get in their way. Black an Armor Class (AC) that takes its armor, shield, and puddings and gelatinous cubes are among the most Dexterity into account. Otherwise, a monster’s AC is recognizable oozes. based on its Dexterity modifier and natural armor, Plants in this context are vegetable creatures, not if any. If a monster has natural armor, wears armor, ordinary flora. Most of them are ambulatory, and some or carries a shield, this is noted in parentheses after are carnivorous. The quintessential plants are the its AC value. shambling mound and the treant. Fungal creatures such as the gas spore and the myconid also fall into Hit Points this category. A monster usually dies or is destroyed when it drops to 0 Undead are once-living creatures brought to a hit points. For more on hit points, see the player’s D&D horrifying state of undeath through the practice of basic rules or the Player’s Handbook. necromantic magic or some unholy curse. Undead A monster’s hit points are presented both as a die include walking corpses, such as vampires and zombies, expression and as an average number. For example, as well as bodiless spirits, such as ghosts and specters. a monster with 2d8 hit points has 9 hit points on average (2 × 4½). Tags A monster’s size determines the die used to calculate A monster might have one or more tags appended to its hit points, as shown in the Hit Dice by Size table. its type, in parentheses. For example, an orc has the humanoid (orc) type. The parenthetical tags provide Hit Dice by Size additional categorization for certain creatures. The tags Monster Size Hit Die Average HP per Die have no rules of their own, but something in the game, Tiny d4 2½ such as a magic item, might refer to them. For instance, a spear that is especially effective at fighting demons Small d6 3½ would work against any monster that has the demon tag. Medium d8 4½ Large d10 5½ Alignment Huge d12 6½ A monster’s alignment provides a clue to its disposition Gargantuan d20 10½ and how it behaves in a roleplaying or combat situation. For example, a chaotic evil monster might be difficult A monster’s Constitution modifier also affects the to reason with and might attack characters on sight, number of hit points it has. Its Constitution modifier is whereas a neutral monster might be willing to negotiate. multiplied by the number of Hit Dice it possesses, and See the player’s D&D basic rules or the Player’s the result is added to its hit points. For example, if a Handbook for descriptions of the different alignments. monster has a Constitution of 12 (+1 modifier) and 2d8 The alignment specified in a monster’s stat block is Hit Dice, it has 2d8 + 2 hit points (average 11). the default. Feel free to depart from it and change a monster’s alignment to suit the needs of your campaign. Speed If you want a good-aligned green dragon or an evil storm A monster’s speed tells you how far it can move on its giant, there’s nothing stopping you. turn. For more information on speed, see the player’s Some creatures can have any alignment. In other D&D basic rules or the Player’s Handbook. words, you choose the monster’s alignment. Some All creatures have a walking speed, simply called the monster’s alignment entry indicates a tendency or monster’s speed. Creatures that have no form of ground- aversion toward law, chaos, good, or evil. For example, based locomotion have a walking speed of 0 feet. a berserker can be any chaotic alignment (chaotic good, Some creatures have one or more of the following chaotic neutral, or chaotic evil), as befits its wild nature. additional movement modes. Many creatures of low intelligence have no comprehension of law or chaos, good or evil. They don’t Burrow make moral or ethical choices, but rather act on instinct. A monster that has a burrowing speed can use that These creatures are unaligned, which means they don’t speed to move through sand, earth, mud, or ice. A have an alignment. 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. D&D DM’s Basic Rules v0.4 | Monsters 3 Not for resale. Permission granted to print and photocopy this document for personal use only. Fly A skill bonus is the sum of a monster’s relevant A monster that has a flying speed can use all or part of ability modifier and its proficiency bonus, which is its movement to fly. Some monsters have the ability to determined by the monster’s challenge rating (as hover, which makes them hard to knock out of the air shown in the Proficiency Bonus by Challenge Rating (as explained in the rules on flying in the player’s D&D table). Other modifiers might apply. For instance, a basic rules or the Player’s Handbook). Such a monster monster might have a larger-than-expected bonus stops hovering when it dies. (usually double its proficiency bonus) to account for its heightened expertise. Swim A monster that has a swimming speed doesn’t need to Vulnerabilities, Resistances, spend extra movement to swim. and Immunities Ability Scores Some creatures have vulnerability, resistance, or immunity to certain types of damage. Particular Every monster has six ability scores (Strength, creatures are even resistant or immune to damage Dexterity, Constitution, Intelligence, Wisdom, and from nonmagical attacks (a magical attack is an attack Charisma) and corresponding modifiers. For more delivered by a spell, a magic item, or another magical information on ability scores and how they’re used source). In addition, some creatures are immune to in play, see the player’s D&D basic rules or the certain conditions. Player’s Handbook. Saving Throws Senses The Senses entry notes a monster’s passive The Saving Throws entry is reserved for creatures Wisdom (Perception) score, as well as any special that are adept at resisting certain kinds of effects. senses the monster might have. Special senses are For example, a creature that isn’t easily charmed or described below. frightened might gain a bonus on its Wisdom saving throws. Most creatures don’t have special saving throw Blindsight bonuses, in which case this section is absent. A monster with blindsight can perceive its surroundings A saving throw bonus is the sum of a monster’s relevant without relying on sight, within a specific radius. ability modifier and its proficiency bonus, which is Creatures without eyes, such as grimlocks and gray determined by the monster’s challenge rating (as shown oozes, typically have this special sense, as do creatures in the Proficiency Bonus by Challenge Rating table). with echolocation or heightened senses, such as bats and true dragons. Proficiency Bonus by Challenge Rating If a monster is naturally blind, it has a parenthetical Proficiency Proficiency note to this effect, indicating that the radius of its Challenge Bonus Challenge Bonus blindsight defines the maximum range of its perception. 0 +2 14 +5 1/8 +2 15 +5 Darkvision A monster with darkvision can see in the dark within a 1/4 +2 16 +5 specific radius. The monster can see in dim light within 1/2 +2 17 +6 the radius as if it were bright light, and in darkness as 1 +2 18 +6 if it were dim light. The monster can’t discern color in 2 +2 19 +6 darkness, only shades of gray. Many creatures that live 3 +2 20 +6 underground have this special sense. 4 +2 21 +7 5 +3 22 +7 Tremorsense 6 +3 23 +7 A monster with tremorsense can detect and pinpoint 7 +3 24 +7 the origin of vibrations within a specific radius, 8 +3 25 +8 provided that the monster and the source of the vibrations are in contact with the same ground or 9 +4 26 +8 substance. Tremorsense can’t be used to detect flying or 10 +4 27 +8 incorporeal creatures. Many burrowing creatures, such 11 +4 28 +8 as ankhegs and umber hulks, have this special sense. 12 +4 29 +9 13 +5 30 +9 Truesight A monster with truesight can, out to a specific range, see Skills in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and The Skills entry is reserved for monsters that are succeed on saving throws against them, and perceive proficient in one or more skills. For example, a monster the original form of a shapechanger or a creature that that is very perceptive and stealthy might have bonuses is transformed by magic. Furthermore, the monster can to Wisdom (Perception) and Dexterity (Stealth) checks. see into the Ethereal Plane within the same range. D&D DM’s Basic Rules v0.4 | Monsters 4 Not for resale. Permission granted to print and photocopy this document for personal use only. Languages Experience Points by Challenge Rating The languages that a monster can speak are listed Challenge XP Challenge XP in alphabetical order. Sometimes a monster can 0 0 or 10 14 11,500 understand a language but can’t speak it, and this is 1/8 25 15 13,000 noted in its entry. A “—” indicates that a creature neither 1/4 50 16 15,000 speaks nor understands any language. 1/2 100 17 18,000 1 200 18 20,000 Telepathy 2 450 19 22,000 Telepathy is a magical ability that allows a monster to 3 700 20 25,000 communicate mentally with another creature within a specified range. The contacted creature doesn’t need 4 1,100 21 33,000 to share a language with the monster to communicate 5 1,800 22 41,000 in this way with it, but it must be able to understand at 6 2,300 23 50,000 least one language. A creature without telepathy can 7 2,900 24 62,000 receive and respond to telepathic messages but can’t 8 3,900 25 75,000 initiate or terminate a telepathic conversation. 9 5,000 26 90,000 A telepathic monster doesn’t need to see a contacted 10 5,900 27 105,000 creature and can end the telepathic contact at any time. 11 7,200 28 120,000 The contact is broken as soon as the two creatures are 12 8,400 29 135,000 no longer within range of each other or if the telepathic 13 10,000 30 155,000 monster contacts a different creature within range. A telepathic monster can initiate or terminate a telepathic conversation without using an action, but while the Special Traits monster is incapacitated, it can’t initiate telepathic Special traits (which appear after a monster’s challenge contact, and any current contact is terminated. rating but before any actions or reactions) are A creature within the area of an antimagic field or in characteristics that are likely to be relevant in a combat any other location where magic doesn’t function can’t encounter and that require some explanation. send or receive telepathic messages. Innate Spellcasting Challenge A monster with the innate ability to cast spells has the Innate Spellcasting special trait. Unless noted A monster’s challenge rating tells you how great a otherwise, an innate spell of 1st level or higher is threat the monster is. An appropriately equipped and always cast at its lowest possible level and can’t be cast well-rested party of four adventurers should be able to at a higher level. If a monster has a cantrip where its defeat a monster that has a challenge rating equal to its level matters and no level is given, use the monster’s level without suffering any deaths. For example, a party challenge rating. of four 3rd-level characters should find a monster with An innate spell can have special rules or restrictions. a challenge rating of 3 to be a worthy challenge, but not For example, a drow mage can innately cast the levitate a deadly one. spell, but the spell has a “self only” restriction, which Monsters that are significantly weaker than 1st-level means that the spell affects only the drow mage. characters have a challenge rating lower than 1. A monster’s innate spells can’t be swapped out with Monsters with a challenge rating of 0 are insignificant other spells. If a monster’s innate spells don’t require except in large numbers; those with no effective attacks attack rolls, no attack bonus is given for them. are worth no experience points, while those that have attacks are worth 10 XP each. Spellcasting Some monsters present a greater challenge than A monster with the Spellcasting class feature has a even a typical 20th-level party can handle. These spellcaster level and spell slots, which it uses to cast its monsters have a challenge rating of 21 or higher and are spells of 1st level and higher (as explained in the player’s specifically designed to test player skill. D&D basic rules and the Player’s Handbook). The spellcaster level is also used for any cantrips included in Experience Points the feature. The number of experience points (XP) a monster is The monster has a list of spells known or prepared worth is based on its challenge rating. Typically, XP is from a particular class. The list might also include awarded for defeating the monster, although the DM spells from a feature in that class, such as the Divine may also award XP for neutralizing the threat posed by Domain feature of the cleric. The monster is considered the monster in some other manner. a member of that class when attuning to or using a Unless something tells you otherwise, a monster magic item that requires membership in the class or summoned by a spell or other magical ability is worth access to its spell list. the XP noted in its stat block. A monster can cast a spell from its list at a higher level The guidelines later in this document explain how to if it has the spell slot to do so. For example, a drow mage create encounters using XP budgets, as well as how to with the 3rd-level lightning bolt spell can cast it as a adjust an encounter’s difficulty. 5th-level spell by using one of its 5th-level spell slots. D&D DM’s Basic Rules v0.4 | Monsters 5 Not for resale. Permission granted to print and photocopy this document for personal use only. You can change the spells that a monster knows or Reactions has prepared, replacing any spell on a monster’s spell list with a different spell of the same level and from If a monster can do something special with its reaction, the same class list. If you do so, you might cause the that information is contained here. If a creature has no monster to be a greater or lesser threat than suggested special reaction, this section is absent. by its challenge rating. Limited Usage Actions Some special abilities have restrictions on the number When a monster takes its action, it can choose from the of times they can be used. options in the Actions section of its stat block or use X/Day. The notation “X/Day” means a special ability one of the actions available to all creatures, such as the can be used X number of times and that a monster must Dash or Hide action, as described in the player’s D&D finish a long rest to regain expended uses. For example, basic rules and the Player’s Handbook. “1/Day” means a special ability can be used once and that the monster must finish a long rest to use it again. Melee and Ranged Attacks Recharge X–Y. The notation “Recharge X–Y” means The most common actions that a monster will take in a monster can use a special ability once and that the combat are melee and ranged attacks. These can be ability then has a random chance of recharging during spell attacks or weapon attacks, where the “weapon” each subsequent round of combat. At the start of each might be a manufactured item or a natural weapon, such of the monster’s turns, roll a d6. If the roll is one of the as a claw or tail spike. For more information on different numbers in the recharge notation, the monster regains kinds of attacks, see the player’s D&D basic rules or the the use of the special ability. The ability also recharges Player’s Handbook. when the monster finishes a short or long rest. Creature vs. Target. The target of a melee or ranged For example, “Recharge 5–6” means a monster can attack is usually either one creature or one target, use the special ability once. Then, at the start of the the difference being that a “target” can be a creature monster’s turn, it regains the use of that ability if it rolls or an object. a 5 or 6 on a d6. Hit. Any damage dealt or other effects that occur as Recharge after a Short or Long Rest. This notation a result of an attack hitting a target are described after means that a monster can use a special ability once and the “Hit” notation. You have the option of taking average then must finish a short or long rest to use it again. damage or rolling the damage; for this reason, both the average damage and the die expression are presented. Equipment Miss. If an attack has an effect that occurs on a miss, A stat block rarely refers to equipment, other than that information is presented after the “Miss:” notation. armor or weapons used by a monster. A creature that customarily wears clothes, such as a humanoid, is Multiattack assumed to be dressed appropriately. A creature that can make multiple attacks on its You can equip monsters with additional gear and turn has the Multiattack ability. A creature can’t use trinkets however you like, using the equipment Multiattack when making an opportunity attack, which chapter of the player’s D&D basic rules or the Player’s must be a single melee attack. Handbook for inspiration, and you decide how much of a monster’s equipment is recoverable after the creature is Ammunition slain and whether any of that equipment is still usable. A monster carries enough ammunition to make its A battered suit of armor made for a monster is rarely ranged attacks. You can assume that a monster has 2d4 usable by someone else, for instance. pieces of ammunition for a thrown weapon attack, and If a spellcasting monster needs material components 2d10 pieces of ammunition for a projectile weapon such to cast its spells, assume that it has the material as a bow or crossbow. components it needs to cast the spells in its stat block. Legendary Creatures A legendary creature can do things that ordinary crea- tures can’t. It can take special actions outside its turn, Grapple Rules for Monsters and it might exert magical influence for miles around. Many monsters have special attacks that allow them to If a creature assumes the form of a legendary crea- quickly grapple prey. When a monster hits with such an ture, such as through a spell, it doesn’t gain that form’s attack, it doesn’t need to make an additional ability check to determine whether the grapple succeeds, unless the attack legendary actions, lair actions, or regional effects. says otherwise. A creature grappled by the monster can use its action to try Legendary Actions to escape. To do so, it must succeed on a Strength (Athletics) A legendary creature can take a certain number of or Dexterity (Acrobatics) check against the escape DC in the special actions—called legendary actions—outside its monster’s stat block. If no escape DC is given, assume the turn. Only one legendary action option can be used at DC is 10 + the monster’s Strength (Athletics) modifier. a time and only at the end of another creature’s turn. A creature regains its spent legendary actions at the start D&D DM’s Basic Rules v0.4 | Monsters 6 Not for resale. Permission granted to print and photocopy this document for personal use only. 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. Not all legendary creatures have lairs. This section only applies to legendary creatures that spend a great deal of time in their lairs and are most likely to be encountered there. 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. D&D DM’s Basic Rules v0.4 | Monsters 7 Not for resale. Permission granted to print and photocopy this document for personal use only. Adult Red Dragon A Red Dragon’s Lair Huge dragon, chaotic evil Red dragons lair in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep Armor Class 19 (natural armor) halls of abandoned mines and dwarven strongholds. Hit Points 256 (19d12 + 133) Speed 40 ft., climb 40 ft., fly 80 ft. Caves with volcanic or geothermal activity are the most highly prized red dragon lairs, creating hazards that STR DEX CON INT WIS CHA hinder intruders and letting searing heat and volcanic 27 (+8) 10 (+0) 25 (+7) 16 (+3) 13 (+1) 21 (+5) gases wash over a dragon as it sleeps. With its hoard well protected deep within the lair, Saving Throws Dex +6, Con +13, Wis +7, Cha +11 a red dragon spends as much of its time outside the Skills Perception +13, Stealth +6 mountain as in it. For a red dragon, the great heights Damage Immunities fire of the world are the throne from which it can look Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23 out to survey all it controls—and the wider world it Languages Common, Draconic seeks to control. Challenge 17 (18,000 XP) Throughout the lair complex, servants erect monuments to the dragon’s power, telling the grim story Legendary Resistance (3/Day). If the dragon fails a saving of its life, the enemies it has slain, and the nations it throw, it can choose to succeed instead. has conquered. Actions Lair Actions Multiattack. The dragon can use its Frightful Presence. It then On initiative count 20 (losing initiative ties), the dragon makes three attacks: one with its bite and two with its claws. takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage. Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. 5-foot-radius geyser. Each creature in the geyser’s Hit: 15 (2d6 + 8) slashing damage. area must make a DC 15 Dexterity saving throw, tak- Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. ing 21 (6d6) fire damage on a failed save, or half as Hit: 17 (2d8 + 8) bludgeoning damage. much damage on a successful one. A tremor shakes the lair in a 60-foot radius around Frightful Presence. Each creature of the dragon’s choice that the dragon. Each creature other than the dragon on is within 120 feet of the dragon and aware of it must succeed the ground in that area must succeed on a DC 15 on a DC 19 Wisdom saving throw or become frightened for 1 Dexterity saving throw or be knocked prone. minute. A creature can repeat the saving throw at the end of Volcanic gases form a cloud in a 20-foot-radius 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, sphere centered on a point the dragon can see within the creature is immune to the dragon’s Frightful Presence for 120 feet of it. The sphere spreads around corners, the next 24 hours. and its area is lightly obscured. It lasts until initia- tive count 20 on the next round. Each creature that Fire Breath (Recharge 5–6). The dragon exhales fire in a 60-foot starts its turn in the cloud must succeed on a DC 13 cone. Each creature in that area must make a DC 21 Dexterity Constitution saving throw or be poisoned until the end saving throw, taking 63 (18d6) fire damage on a failed save, or of its turn. While poisoned in this way, a creature is half as much damage on a successful one. incapacitated. Legendary Actions Regional Effects The dragon can take 3 legendary actions, choosing from the The region containing a legendary red dragon’s lair is options below. Only one legendary action option can be used warped by the dragon’s magic, which creates one or at a time and only at the end of another creature’s turn. The more of the following effects: dragon regains spent legendary actions at the start of its turn. Small earthquakes are common within 6 miles of the Detect. The dragon makes a Wisdom (Perception) check. dragon’s lair. Tail Attack. The dragon makes a tail attack. Water sources within 1 mile of the lair are supernatu- Wing Attack (Costs 2 Actions). The dragon beats its wings. rally warm and tainted by sulfur. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) Rocky fissures within 1 mile of the dragon’s lair form bludgeoning damage and be knocked prone. The dragon can portals to the Elemental Plane of Fire, allowing crea- then fly up to half its flying speed. tures of elemental fire into the world to dwell nearby. The odor of sulfur and pumice surrounds a red dragon, If the dragon dies, these effects fade over the course whose swept-back horns and spinal frill define its of 1d10 days. silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry. D&D DM’s Basic Rules v0.4 | Monsters 8 Not for resale. Permission granted to print and photocopy this document for personal use only. Air Elemental Pounce. If the allosaurus moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, Large elemental, neutral that target must succeed on a DC 13 Strength saving throw Armor Class 15 or be knocked prone. If the target is prone, the allosaurus can Hit Points 90 (12d10 + 24) make one bite attack against it as a bonus action. Speed 0 ft., fly 90 ft. (hover) Actions STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 14 (+2) 20 (+5) 14 (+2) 6 (−2) 10 (+0) 6 (−2) Hit: 15 (2d10 + 4) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Damage Resistances lightning, thunder; bludgeoning, piercing, Hit: 8 (1d8 + 4) slashing damage. and slashing from nonmagical attacks Damage Immunities poison The allosaurus is a predatory dinosaur of great size, Condition Immunities exhaustion, grappled, paralyzed, strength, and speed. It can run down almost any prey petrified, poisoned, prone, restrained, unconscious over open ground, pouncing to pull creatures down with Senses darkvision 60 ft., passive Perception 10 Languages Auran its wicked claws. Challenge 5 (1,800 XP) Animated Armor Air Form. The elemental can enter a hostile creature’s space Medium construct, unaligned and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Armor Class 18 (natural armor) Hit Points 33 (6d8 + 6) Actions Speed 25 ft. Multiattack. The elemental makes two slam attacks. STR DEX CON INT WIS CHA Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 14 (+2) 11 (+0) 13 (+1) 1 (−5) 3 (−4) 1 (−5) Hit: 14 (2d8 + 5) bludgeoning damage. Damage Immunities poison, psychic Whirlwind (Recharge 4–6). Each creature in the elemental’s Condition Immunities blinded, charmed, deafened, exhaustion, space must make a DC 13 Strength saving throw. On a failure, frightened, paralyzed, petrified, poisoned a target takes 15 (3d8 + 2) bludgeoning damage and is flung Senses blindsight 60 ft. (blind beyond this radius), up 20 feet away from the elemental in a random direction and passive Perception 6 knocked prone. If a thrown target strikes an object, such as a Languages — wall or floor, the target takes 3 (1d6) bludgeoning damage for Challenge 1 (200 XP) every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity Antimagic Susceptibility. The armor is incapacitated while in saving throw or take the same damage and be knocked prone. the area of an antimagic field. If targeted by dispel magic, the If the saving throw is successful, the target takes half the armor must succeed on a Constitution saving throw against the bludgeoning damage and isn’t flung away or knocked prone. caster’s spell save DC or fall unconscious for 1 minute. An air elemental is a funneling cloud of whirling air False Appearance. While the armor remains motionless, it is with a vague semblance of a face. It can turn itself into indistinguishable from a normal suit of armor. a screaming cyclone, creating a whirlwind that batters creatures even as it flings them away. Actions Multiattack. The armor makes two melee attacks. Allosaurus Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Large beast, unaligned Hit: 5 (1d6 + 2) bludgeoning damage. Armor Class 13 (natural armor) This suit of magically animated plate armor clamors as Hit Points 51 (6d10 + 18) it moves, banging and grinding like the vengeful spirit of Speed 60 ft. a fallen knight. STR DEX CON INT WIS CHA 19 (+4) 13 (+1) 17 (+3) 2 (−4) 12 (+1) 5 (−3) Skills Perception +5 Senses passive Perception 15 Languages — Challenge 2 (450 XP) D&D DM’s Basic Rules v0.4 | Monsters 9 Not for resale. Permission granted to print and photocopy this document for personal use only. Ankylosaurus Awakened Shrub Huge beast, unaligned Small plant, unaligned Armor Class 15 (natural armor) Armor Class 9 Hit Points 68 (8d12 + 16) Hit Points 10 (3d6) Speed 30 ft. Speed 20 ft. STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 19 (+4) 11 (+0) 15 (+2) 2 (−4) 12 (+1) 5 (−3) 3 (−4) 8 (−1) 11 (+0) 10 (+0) 10 (+0) 6 (−2) Senses passive Perception 11 Damage Vulnerabilities fire Languages — Damage Resistances piercing Challenge 3 (700 XP) Senses passive Perception 10 Languages one language known by its creator Challenge 0 (10 XP) Actions Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. False Appearance. While the shrub remains motionless, it is Hit: 18 (4d6 + 4) bludgeoning damage. If the target is a indistinguishable from a normal shrub. creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. Actions Thick armor plating covers the body of the plant- Rake. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. eating dinosaur ankylosaurus, which defends itself Hit: 1 (1d4 − 1) slashing damage. against predators with a knobbed tail that delivers a An awakened shrub is an ordinary shrub given devastating strike. sentience and mobility by magic. Ape Awakened Tree Medium beast, unaligned Huge plant, unaligned Armor Class 12 Armor Class 13 (natural armor) Hit Points 19 (3d8 + 6) Hit Points 59 (7d12 + 14) Speed 30 ft., climb 30 ft. Speed 20 ft. STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 6 (−2) 12 (+1) 7 (−2) 19 (+4) 6 (−2) 15 (+2) 10 (+0) 10 (+0) 7 (−2) Skills Athletics +5, Perception +3 Damage Vulnerabilities fire Senses passive Perception 13 Damage Resistances bludgeoning, piercing Languages — Senses passive Perception 10 Challenge 1/2 (100 XP) Languages one language known by its creator Challenge 2 (450 XP) Actions Multiattack. The ape makes two fist attacks. False Appearance. While the tree remains motionless, it is indistinguishable from a normal tree. Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Actions Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. target. Hit: 6 (1d6 + 3) bludgeoning damage. Hit: 14 (3d6 + 4) bludgeoning damage. An awakened tree is an ordinary tree given sentience and mobility by magic. D&D DM’s Basic Rules v0.4 | Monsters 10 Not for resale. Permission granted to print and photocopy this document for personal use only. Axe Beak Banshee Large beast, unaligned Medium undead, chaotic evil Armor Class 11 Armor Class 12 Hit Points 19 (3d10 + 3) Hit Points 58 (13d8) Speed 50 ft. Speed 0 ft., fly 40 ft. (hover) STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 12 (+1) 2 (−4) 10 (+0) 5 (−3) 1 (−5) 14 (+2) 10 (+0) 12 (+1) 11 (+0) 17 (+3) Senses passive Perception 10 Saving Throws Wis +2, Cha +5 Languages — Damage Resistances acid, fire, lightning, thunder; bludgeoning, Challenge 1/4 (50 XP) piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed, exhaustion, frightened, Actions grappled, paralyzed, petrified, poisoned, prone, restrained Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Senses darkvision 60 ft., passive Perception 10 Hit: 6 (1d8 + 2) slashing damage. Languages Common, Elvish Challenge 4 (1,100 XP) An axe beak is a tall flightless bird with strong legs, a wedge-shaped beak, and a nasty disposition. Detect Life. The banshee can magically sense the presence of living creatures up to 5 miles away. She knows the general Baboon direction they’re in but not their exact locations. Small beast, unaligned Incorporeal Movement. The banshee can move through other creatures and objects as if they were difficult terrain. She takes Armor Class 12 5 (1d10) force damage if she ends her turn inside an object. Hit Points 3 (1d6) Speed 30 ft., climb 30 ft. Actions STR DEX CON INT WIS CHA Corrupting Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one 8 (−1) 14 (+2) 11 (+0) 4 (−3) 12 (+1) 6 (−2) target. Hit: 12 (3d6 + 2) necrotic damage. Horrifying Visage. Each non-undead creature within 60 feet of Senses passive Perception 11 the banshee that can see her must succeed on a DC 13 Wisdom Languages — saving throw or be frightened for 1 minute. A frightened target Challenge 0 (10 XP) can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending Pack Tactics. The baboon has advantage on an attack roll the effect on itself on a success. If a target’s saving throw is against a creature if at least one of the baboon’s allies is within successful or the effect ends for it, the target is immune to the 5 feet of the creature and the ally isn’t incapacitated. banshee’s Horrifying Visage for the next 24 hours. Actions Wail (1/Day). The banshee releases a mournful wail, provided that she isn’t in sunlight. This wail has no effect on constructs Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. and undead. All other creatures within 30 feet of her that can Hit: 1 (1d4 − 1) piercing damage. hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a Badger creature takes 10 (3d6) psychic damage. Tiny beast, unaligned The woeful banshee is a spiteful creature formed from the spirit of a female elf. Its face is wreathed in a wild Armor Class 10 tangle of hair, its body clad in wispy rags that flutter and Hit Points 3 (1d4 + 1) stream around it. Speed 20 ft., burrow 5 ft. STR DEX CON INT WIS CHA 4 (−3) 11 (+0) 12 (+1) 2 (−4) 12 (+1) 5 (−3) Senses darkvision 30 ft., passive Perception 11 Languages — Challenge 0 (10 XP) Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell. Actions Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage. D&D DM’s Basic Rules v0.4 | Monsters 11 Not for resale. Permission granted to print and photocopy this document for personal use only. Bat Black Bear Tiny beast, unaligned Medium beast, unaligned Armor Class 12 Armor Class 11 (natural armor) Hit Points 1 (1d4 − 1) Hit Points 19 (3d8 + 6) Speed 5 ft., fly 30 ft. Speed 40 ft., climb 30 ft. STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 2 (−4) 15 (+2) 8 (−1) 2 (−4) 12 (+1) 4 (−3) 15 (+2) 10 (+0) 14 (+2) 2 (−4) 12 (+1) 7 (−2) Senses blindsight 60 ft., passive Perception 11 Skills Perception +3 Languages — Senses passive Perception 13 Challenge 0 (10 XP) Languages — Challenge 1/2 (100 XP) Echolocation. The bat can’t use its blindsight while deafened. Keen Smell. The bear has advantage on Wisdom (Perception) Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on smell. checks that rely on hearing. Actions Actions Multiattack. The bear makes two attacks: one with its bite and Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. one with its claws. Hit: 1 piercing damage. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Basilisk Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Medium monstrosity, unaligned Hit: 7 (2d4 + 2) slashing damage. Armor Class 15 (natural armor) Hit Points 52 (8d8 + 16) Speed 20 ft. Blink Dog Medium fey, lawful good STR DEX CON INT WIS CHA 16 (+3) 8 (−1) 15 (+2) 2 (−4) 8 (−1) 7 (−2) Armor Class 13 Hit Points 22 (4d8 + 4) Speed 40 ft. Senses darkvision 60 ft., passive Perception 9 Languages — Challenge 3 (700 XP) STR DEX CON INT WIS CHA 12 (+1) 17 (+3) 12 (+1) 10 (+0) 13 (+1) 11 (+0) Petrifying Gaze. If a creature starts its turn within 30 feet of the Skills Perception +3, Stealth +5 basilisk and the two of them can see each other, the basilisk Senses passive Perception 13 can force the creature to make a DC 12 Constitution saving Languages Blink Dog, understands Sylvan but can’t speak it throw if the basilisk isn’t incapacitated. On a failed save, the Challenge 1/4 (50 XP) creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a Keen Hearing and Smell. The dog has advantage on Wisdom success, the effect ends. On a failure, the creature is petrified (Perception) checks that rely on hearing or smell. until freed by the greater restoration spell or other magic. A creature that isn’t surprised can avert its eyes to avoid the Actions saving throw at the start of its turn. If it does so, it can’t see the basilisk until the start of its next turn, when it can avert its Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. eyes again. If it looks at the basilisk in the meantime, it must Hit: 4 (1d6 + 1) piercing damage. immediately make the save. Teleport (Recharge 4–6). The dog magically teleports, along If the basilisk sees its reflection within 30 feet of it in bright with any equipment it is wearing or carrying, up to 40 feet to light, it mistakes itself for a rival and targets itself with its gaze. an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. A blink dog takes its name from its ability to blink in Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage. and out of existence, a talent it uses to aid its attacks and to avoid harm. A basilisk is a multilegged, reptilian horror whose deadly gaze transforms victims into porous stone. With it strong jaws, the creature consumes this stone, which returns to organic form in its gullet. D&D DM’s Basic Rules v0.4 | Monsters 12 Not for resale. Permission granted to print and photocopy this document for personal use only. Blood Hawk Brown Bear Small beast, unaligned Large beast, unaligned Armor Class 12 Armor Class 11 (natural armor) Hit Points 7 (2d6) Hit Points 34 (4d10 + 12) Speed 10 ft., fly 60 ft. Speed 40 ft., climb 30 ft. STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 6 (−2) 14 (+2) 10 (+0) 3 (−4) 14 (+2) 5 (−3) 19 (+4) 10 (+0) 16 (+3) 2 (−4) 13 (+1) 7 (−2) Skills Perception +4 Skills Perception +3 Senses passive Perception 14 Senses passive Perception 13 Languages — Languages — Challenge 1/8 (25 XP) Challenge 1 (200 XP) Keen Sight. The hawk has advantage on Wisdom (Perception) Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on sight. checks that rely on smell. Pack Tactics. The hawk has advantage on an attack roll against Actions a creature if at least one of the hawk’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Multiattack. The bear makes two attacks: one with its bite and one with its claws. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Hit: 4 (1d4 + 2) piercing damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Taking its name from its crimson feathers and Hit: 11 (2d6 + 4) slashing damage. aggressive nature, the blood hawk fearlessly attacks with its daggerlike beak. Bugbear Medium humanoid (goblinoid), chaotic evil Boar Armor Class 16 (hide armor, shield) Medium beast, unaligned Hit Points 27 (5d8 + 5) Speed 30 ft. Armor Class 11 (natural armor) Hit Points 11 (2d8 + 2) STR DEX CON INT WIS CHA Speed 40 ft. 15 (+2) 14 (+2) 13 (+1) 8 (−1) 11 (+0) 9 (−1) STR DEX CON INT WIS CHA Skills Stealth +6, Survival +2 13 (+1) 11 (+0) 12 (+1) 2 (−4) 9 (−1) 5 (−3) Senses darkvision 60 ft., passive Perception 10 Languages Common, Goblin Senses passive Perception 9 Challenge 1 (200 XP) Languages — Challenge 1/4 (50 XP) Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the Surprise Attack. If the bugbear surprises a creature and hits it target takes an extra 3 (1d6) slashing damage. If the target is a with an attack during the first round of combat, the target takes creature, it must succeed on a DC 11 Strength saving throw or an extra 7 (2d6) damage from the attack. be knocked prone. Actions Relentless (Recharges after a Short or Long Rest). If the boar Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one takes 7 damage or less that would reduce it to 0 hit points, it is target. Hit: 11 (2d8 + 2) piercing damage. reduced to 1 hit point instead. Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or Actions range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. in melee or 5 (1d6 + 2) piercing damage at range. Hit: 4 (1d6 + 1) slashing damage. Bugbears are hairy goblinoids born for battle and mayhem. They survive by raiding and hunting, but are fond of setting ambushes and fleeing when outmatched. D&D DM’s Basic Rules v0.4 | Monsters 13 Not for resale. Permission granted to print and photocopy this document for personal use only. Camel Actions Large beast, unaligned Multiattack. The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow. Armor Class 9 Hit Points 15 (2d10 + 4) Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Speed 50 ft. Hit: 9 (1d10 + 4) piercing damage. Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. STR DEX CON INT WIS CHA Hit: 11 (2d6 + 4) bludgeoning damage. 16 (+3) 8 (−1) 14 (+2) 2 (−4) 8 (−1) 5 (−3) Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., Senses passive Perception 9 one target. Hit: 6 (1d8 + 2) piercing damage. Languages — Challenge 1/8 (25 XP) A centaur has the body of a great horse topped by a humanoid torso, head, and arms. Reclusive wanderers, they avoid conflict but fight fiercely when pressed. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. Chimera Large monstrosity, chaotic evil Cat Armor Class 14 (natural armor) Hit Points 114 (12d10 + 48) Tiny beast, unaligned Speed 30 ft., fly 60 ft. Armor Class 12 STR DEX CON INT WIS CHA Hit Points 2 (1d4) 19 (+4) 11 (+0) 19 (+4) 3 (−4) 14 (+2) 10 (+0) Speed 40 ft., climb 30 ft. Skills Perception +8 STR DEX CON INT WIS CHA Senses darkvision 60 ft., passive Perception 18 3 (−4) 15 (+2) 10 (+0) 3 (−4) 12 (+1) 7 (−2) Languages understands Draconic but can’t speak Challenge 6 (2,300 XP) Skills Perception +3, Stealth +4 Senses passive Perception 13 Languages — Actions Challenge 0 (10 XP) Multiattack. The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its Keen Smell. The cat has advantage on Wisdom (Perception) fire breath is available, it can use the breath in place of its checks that rely on smell. bite or horns. Actions Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage. Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage. Centaur Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Large monstrosity, neutral good Hit: 11 (2d6 + 4) slashing damage. Fire Breath (Recharge 5–6). The dragon head exhales fire in a Armor Class 12 15-foot cone. Each creature in that area must make a DC 15 Hit Points 45 (6d10 + 12) Dexterity saving throw, taking 31 (7d8) fire damage on a failed Speed 50 ft. save, or half as much damage on a successful one. STR DEX CON INT WIS CHA A chimera is a vile combination of goat, lion, and dragon, 18 (+4) 14 (+2) 14 (+2) 9 (−1) 13 (+1) 11 (+0) and features the heads of all three of those creatures. It likes to swoop down from the sky and engulf prey with Skills Athletics +6, Perception +3, Survival +3 its fiery breath before landing to attack. Senses passive Perception 13 Languages Elvish, Sylvan Challenge 2 (450 XP) Charge. If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage. D&D DM’s Basic Rules v0.4 | Monsters 14 Not for resale. Permission granted to print and photocopy this document for personal use only. Cockatrice Crab Small monstrosity, unaligned Tiny beast, unaligned Armor Class 11 Armor Class 11 (natural armor) Hit Points 27 (6d6 + 6) Hit Points 2 (1d4) Speed 20 ft., fly 40 ft. Speed 20 ft., swim 20 ft. STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 6 (−2) 12 (+1) 12 (+1) 2 (−4) 13 (+1) 5 (−3) 2 (−4) 11 (+0) 10 (+0) 1 (−5) 8 (−1) 2 (−4) Senses darkvision 60 ft., passive Perception 11 Skills Stealth +2 Languages — Senses blindsight 30 ft., passive Perception 9 Challenge 1/2 (100 XP) Languages — Challenge 0 (10 XP) Actions Amphibious. The crab can breathe air and water. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) piercing damage, and the target must succeed Actions on a DC 11 Constitution saving throw against being magically Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. petrified. On a failed save, the creature begins to turn to stone Hit: 1 bludgeoning damage. and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours. Crocodile The cockatrice looks like a hideous hybrid of lizard, Large beast, unaligned bird, and bat. It is infamous for its ability to turn Armor Class 12 (natural armor) flesh to stone. Hit Points 19 (3d10 + 3) Speed 20 ft., swim 30 ft. Constrictor Snake Large beast, unaligned STR DEX CON INT WIS CHA 15 (+2) 10 (+0) 13 (+1) 2 (−4) 10 (+0) 5 (−3) Armor Class 12 Hit Points 13 (2d10 + 2) Skills Stealth +2 Speed 30 ft., swim 30 ft. Senses passive Perception 10 Languages — STR DEX CON INT WIS CHA Challenge 1/2 (100 XP) 15 (+2) 14 (+2) 12 (+1) 1 (−5) 10

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