01 8CR
01 8CR
01 8CR
D&D 5 Monsters
www.aidedd.org - 2024-10-20
Bandit Boggle
Medium humanoid (any race), any non-lawful alignment Small Fey, typically Chaotic Neutral
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 8 (-1) 18 (+4) 13 (+1) 6 (-2) 12 (+1) 7 (-2)
Senses passive Perception 10 Skills Perception +5, Sleight of Hand +6, Stealth +6
Languages any one language (usually Common) Damage Resistances fire
Challenge 1/8 (25 XP) Senses darkvision 60 ft., passive Perception 15
Languages Sylvan
Challenge 1/8 (25 XP) Proficiency Bonus +2
Actions
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1)
Actions
slashing damage.
Pummel.
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one
Oil Puddle.
target. Hit: 5 (1d8 + 1) piercing damage.
Bonus actions
Bandits rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not Boggle Oil.
all bandits are evil. Oppression, drought, disease, or famine can often drive Dimensional Rift.
otherwise honest folk to a life of banditry.
This full creature's stat block is not available (not OGL).
Pirates are bandits of the high seas. They might be freebooters interested only in
treasure and murder, or they might be privateers sanctioned by the crown to attack
and plunder an enemy nation's vessels. Boggles are the little bogeys of fairy tales. They lurk in the fringes of the Feywild and
are also found on the Material Plane, where they hide under beds and in closets,
Monster Manual (SRD) waiting to frighten and bedevil folk with their mischief.
Armor Class 12
Hit Points 7 (2d6)
Speed 10 ft., fly 60 ft.
Skills Perception +4
Senses passive Perception 14
Languages —
Challenge 1/8 (25 XP)
Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely
on sight.
Pack Tactics. The hawk has advantage on an attack roll against a creature if at
least one of the hawk's allies is within 5 feet of the creature and the ally isn't
incapacitated.
Actions
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2)
piercing damage.
Taking its name from its crimson feathers and aggressive nature, the blood hawk
fearlessly attacks with its daggerlike beak.
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2.11.2024 23:06 List » Monsters - DnD 5e
Camel Flumph
Large beast, unaligned Small aberration, lawful good
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 14 (+2) 2 (-4) 8 (-1) 5 (-3) 6 (-2) 15 (+2) 10 (+0) 14 (+2) 14 (+2) 11 (+0)
Monster Manual (SRD) Prone Deficiency. If the flumph is knocked prone, roll a die. On an odd result,
the flumph lands upside-down and is in capacitated. At the end of each of its
turns, the flumph can make a DC 10 Dexterity saving throw, righting itself and
Cultist ending the incapacitated condition if it succeeds.
Medium humanoid (any race), any non-good alignment
Telepathic Shroud. The flumph is immune to any effect that would sense its
emotions or read its thoughts, as well as all divination spells.
Armor Class 12 (leather armor)
Hit Points 9 (2d8) Actions
Speed 30 ft.
Tendrils. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 +
2) piercing damage plus 2 (1d4) acid damage. At the end of each of its turns, the
STR DEX CON INT WIS CHA
target must make a DC 10 Constitution saving throw, taking 2 (1d4) acid damage
11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0)
on a failure or ending the recurring acid damage on a success. A lesser
restoration spell cast on the target also ends the recurring acid damage.
Skills Deception +2, Religion +2
Senses passive Perception 10 Stench Spray (1/Day). Each creature in a 15-foot cone originating from the
Languages any one language (usually Common) flumph must succeed on a DC 10 Dexterity saving throw or be coated in a foul-
Challenge 1/8 (25 XP) smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. The
coated creature is poisoned as long as the stench lasts, and other creatures are
poisoned while within 5 feet of the coated creature. A creature can remove the
Dark Devotion. The cultist has advantage on saving throws against being
stench on itself by using a short rest to bathe in water, alcohol, or vinegar.
charmed or frightened.
Actions
Monster Manual
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 +
1) slashing damage.
Cultists swear allegiance to dark powers such as elemental princes, demon lords, or
archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or
executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in
their beliefs and practices.
Dolphin
Medium Beast, unaligned
Skills Perception +3
Senses blindsight 60 ft., passive Perception 13
Languages —
Challenge 1/8 (25 XP) Proficiency Bonus +2
Hold Breath.
Actions
Slam.
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STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
4 (-3) 18 (+4) 11 (+0) 2 (-4) 12 (+1) 5 (-3) 13 (+1) 15 (+2) 11 (+0) 1 (-5) 9 (-1) 3 (-4)
Flyby. The snake doesn't provoke opportunity attacks when it flies out of an
enemy's reach. Amphibious. The crab can breathe air and water.
Actions Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1)
damage plus 7 (3d4) poison damage. bludgeoning damage, and the target is grappled (escape DC 11). The crab has
two claws, each of which can grapple only one target.
A flying snake is a brightly colored, winged serpent found in remote jungles.
Giant Rat
Small beast, unaligned
Armor Class 12
Hit Points 7 (2d6)
Speed 30 ft.
Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on
smell.
Pack Tactics. The rat has advantage on an attack roll against a creature if at
least one of the rat's allies is within 5 feet of the creature and the ally isn't
incapacitated.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2)
piercing damage.
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2.11.2024 23:06 List » Monsters - DnD 5e
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 10 (+0) 4 (-3) 12 (+1) 5 (-3) 4 (-3) 16 (+3) 11 (+0) 3 (-4) 8 (-1) 6 (-2)
Skills Perception +3, Stealth +5 Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 9
Senses darkvision 60 ft., passive Perception 13 Languages —
Languages — Challenge 1/8 (25 XP) Proficiency Bonus +2
Challenge 1/8 (25 XP)
False Appearance.
Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) Actions
checks that rely on hearing or smell.
Bite.
Actions Bonus actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) Scale Dust (1/Day).
piercing damage.
This full creature's stat block is not available (not OGL).
Guard
Medium humanoid (any race), any alignment
Skills Perception +2
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 1/8 (25 XP)
Actions
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft.,
one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if
used with two hands to make a melee attack.
Guards include members of a city watch, sentries in a citadel or fortified town, and
the bodyguards of merchants and nobles.
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2.11.2024 23:06 List » Monsters - DnD 5e
Kobold Manes
Small humanoid (Kobold), lawful evil Small fiend (Demon), chaotic evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 9 (-1) 8 (-1) 7 (-2) 8 (-1) 10 (+0) 9 (-1) 13 (+1) 3 (-4) 8 (-1) 4 (-3)
Senses darkvision 60 ft., passive Perception 8 Damage Resistances cold, fire, lightning
Languages Common, Draconic Damage Immunities poison
Challenge 1/8 (25 XP) Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands Abyssal but can't speak
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack
Challenge 1/8 (25 XP)
rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The kobold has advantage on an attack roll against a creature if
at least one of the kobold's allies is within 5 feet of the creature and the ally isn't
Actions
incapacitated. Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4)
slashing damage.
Actions
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2)
piercing damage. Monster Manual
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4
+ 2) bludgeoning damage.
Kobolds are craven reptilian humanoids that commonly infest dungeons. They make
up for their physical ineptitude with a cleverness for trap making.
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Mastiff Merfolk
Medium beast, unaligned Medium humanoid (Merfolk), neutral
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2) 10 (+0) 13 (+1) 12 (+1) 11 (+0) 11 (+0) 12 (+1)
Keen Hearing and Smell. The mastiff has advantage on Wisdom (Perception) Amphibious. The merfolk can breathe air and water.
checks that rely on hearing or smell.
Actions
Actions
Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft.,
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with
piercing damage. If the target is a creature, it must succeed on a DC 11 Strength two hands to make a melee attack.
saving throw or be knocked prone.
Merfolk are aquatic humanoids with the lower body of a fish. They live in small
Mastiffs are impressive hounds prized by humanoids for their loyalty and keen tribes beneath the waves.
senses.
Monster Manual (SRD)
Monster Manual (SRD)
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STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 12 (+1) 4 (-3) 10 (+0) 5 (-3) 14 (+2) 12 (+1) 14 (+2) 2 (-4) 10 (+0) 5 (-3)
Actions Actions
Dagger. Ram.
Javelin.
This full creature's stat block is not available (not OGL).
This full creature's stat block is not available (not OGL).
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Mule Noble
Medium beast, unaligned Medium humanoid (any race), any alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 5 (-3) 11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3)
Beast of Burden. The mule is considered to be a Large animal for the purpose
of determining its carrying capacity. Actions
Sure-Footed. The mule has advantage on Strength and Dexterity saving throws Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1)
made against effects that would knock it prone. piercing damage.
Actions Reactions
Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) Parry. The noble adds 2 to its AC against one melee attack that would hit it. To
bludgeoning damage. do so, the noble must see the attacker and be wielding a melee weapon.
Nobles wield great authority and influence as members of the upper class, possessing
Monster Manual (SRD)
wealth and connections that can make them as powerful as monarchs and generals.
A noble often travels in the company of guards, as well as servants who are
commoners.
Neogi Hatchling
The noble's statistics can also be used to represent courtiers who aren't of noble
Tiny Aberration, typically Lawful Evil
birth.
Mental Fortitude. The neogi has advantage on saving throws against being
charmed or frightened, and magic can't put the neogi to sleep.
Spider Climb. The neogi can climb difficult surfaces, including upside down on
ceilings, without needing to make an ability check.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1)
piercing damage plus 3 (1d6) poison damage, and the target must succeed on a
DC 10 Constitution saving throw or become poisoned for 1 minute. A target can
repeat the saving throw at the end of each of its turns, ending the effect on itself
on a success.
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2.11.2024 23:06 List » Monsters - DnD 5e
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 11 (+0) 1 (-5) 10 (+0) 3 (-4) 4 (-3) 16 (+3) 11 (+0) 2 (-4) 8 (-1) 6 (-2)
Senses blindsight 10 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 9
Languages — Languages —
Challenge 1/8 (25 XP) Challenge 1/8 (25 XP)
Actions Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5
damage, and the target must make a DC 10 Constitution saving throw, taking 5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While attached,
(2d4) poison damage on a failed save, or half as much damage on a successful the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the
one. target loses 5 (1d4 + 3) hit points due to blood loss. The stirge can detach itself
by spending 5 feet of its movement. It does so after it drains 10 hit points of
blood from the target or the target dies. A creature, including the target, can use
Monster Manual (SRD) its action to detach the stirge.
This horrid monster looks like a cross between a large bat and an oversized
Pony mosquito. Its legs end in sharp pincers, and its long, needle-like proboscis slashes
Medium beast, unaligned
the air as it seeks to feed on the blood of living creatures.
Actions
Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2)
bludgeoning damage.
Slaad Tadpole
Tiny aberration, chaotic neutral
Armor Class 12
Hit Points 10 (4d4)
Speed 30 ft.
Skills Stealth +4
Damage Resistances acid, cold, fire, lightning, thunder
Senses darkvision 60 ft., passive Perception 7
Languages understands Slaad but can't speak
Challenge 1/8 (25 XP)
Magic Resistance.
Actions
Bite.
Monster Manual
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STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 8 (-1) 11 (+0) 8 (-1) 6 (-2) 13 (+1) 12 (+1) 4 (-3) 8 (-1) 3 (-4)
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STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2) 8 (-1) 14 (+2) 10 (+0) 8 (-1) 7 (-2) 7 (-2)
Raxivort's Tongue.
Keen Hearing and Smell. The wild dog has advantage on Wisdom (Perception)
checks that rely on hearing or smell. Actions
Actions Shortsword.
Sling.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1)
piercing damage. Bonus actions
Low Cunning.
Extra (Adventurers League) This full creature's stat block is not available (not OGL).
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Young Kruthik
Small Monstrosity, unaligned
Skills Perception +4
Senses darkvision 30 ft., tremorsense 60 ft., passive Perception 14
Languages Kruthik
Challenge 1/8 (25 XP) Proficiency Bonus +2
Pack Tactics.
Tunneler.
Actions
Stab.
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