How to Use a Monster

Every monster is a font of adventure. In this bestiary, you’ll discover the weird, the whimsical, the majestic, and the macabre. Choose your favorites, and make them part of your D&D play.

Parts of a Stat Block

The rules for a stat block are detailed in the “Rules Glossary” and in this section.

Size

A monster is Tiny, Small, Medium, Large, Huge, or Gargantuan. If size options are presented, you choose the creature’s size from those options. See the “Rules Glossary” for information on size.

Creature Type

Each monster has a tag that identifies the type of creature it is. Certain spells, magic items, class features, and other effects in the game interact in special ways with creatures of a particular type.

The game includes the following creature types, which have no rules of their own:

Aberrations are utterly alien beings, such as aboleths, beholders, flumphs, and mind flayers.

Beasts are non-Humanoid natural creatures, like horses and wolves, as well as most giant animals.

Celestials are magical creatures, such as angels and pegasi, with ties to the Upper Planes.

Constructs are magically created creatures such as homunculi, modrons, and shield guardians.

Dragons are scaly beings of ancient origin, such as red dragons and wyverns.

Elementals are beings from the Elemental Planes, such as efreet and water elementals.

Fey are creatures tied to the Feywild or the forces of nature, such as dryads, goblins, and pixies.

Fiends are creatures tied to terrifying Lower Planes, such as balors and hell hounds.

Giants are towering beings with humanlike shapes, like cyclopes, fire giants, and trolls.

Humanoids are people defined by their roles and professions, such as mages, pirates, and warriors. They include members of varied species.

Monstrosities are unnatural creatures with strange origins, such as mimics and owlbears.

Oozes are gelatinous creatures, including black puddings and blobs of annihilation.

Plants are sentient vegetation and fungal monsters, such as myconids, shambling mounds, and treants.

Undead are spirits and the reanimated dead, such as ghosts, vampires, and zombies.

Descriptive Tags

A monster might have one or more tags in parentheses following its type. Such tags provide additional categorization and have no rules of their own, but certain game effects might refer to them.

Alignment

The alignment specified in a monster’s stat block is a default suggestion of how to roleplay the monster, inspired by its traditional role in the game or real-world folklore. Change a monster’s alignment to suit your storytelling needs. The Neutral alignment, in particular, is an invitation for you to consider whether an individual leans toward one of the other alignments.

Creating a Character” describes the nine alignments and unaligned creatures.

Armor Class

A monster’s Armor Class (AC) includes its natural armor, Dexterity, gear, and other defenses. See “Playing the Game” for information on Armor Class

Initiative

The Initiative entry specifies the monster’s Initiative modifier followed by the monster’s Initiative score in parentheses. Use the modifier when you roll to determine a monster’s Initiative. A monster’s Initiative modifier is typically equal to its Dexterity modifier, but some monsters have additional modifiers, such as Proficiency Bonus, applied to that number.

If you don’t want to roll a monster’s Initiative, use the Initiative score as the monster’s Initiative in combat. Initiative is further detailed in the “Rules Glossary”.

Hit Points

A monster’s Hit Points are presented as a number followed by parentheses, where the monster’s Hit Point Dice are provided, along with any contribution from its Constitution. Either use the number for the monster’s Hit Points or roll the die expression in parentheses to determine the monster’s Hit Points randomly; don’t use both.

A monster’s size typically determines the die used to calculate its Hit Points, as shown in the Hit Dice by Size table.

Hit Dice by Size
Monster SizeHit DieAverage HP per Die
Tinyd42.5
Smalld63.5
Mediumd84.5
Larged105.5
Huged126.5
Gargantuand2010.5
A monster’s Constitution modifier is multiplied by the number of Hit Dice it possesses, and the result is added to its Hit Points. For example, if a monster has a Constitution of 12 (+1 modifier) and 2d8 Hit Dice, it has 2d8 + 2 Hit Points (average 11).

For more on Hit Points, see “Playing the Game”.

Speed

The Speed entry specifies a monster’s Speed. Some monsters have one or more of the following speeds: Burrowing, Climb, Fly, Swim. Rules for Speed and these special speeds appear in the “Rules Glossary”.

Ability Scores

Every monster has six ability scores along with corresponding ability score modifiers and saving throw modifiers. For more information on ability scores and saving throws, see “Playing the Game”.

Skills

The Skills entry specifies a monster’s skill proficiencies, if any. For example, a monster that is very perceptive and stealthy might have bonuses to Wisdom (Perception) and Dexterity (Stealth) checks. A skill bonus is the sum of a monster’s relevant ability modifier and its Proficiency Bonus. Other modifiers might apply.

Resistances and Vulnerabilities

These entries list a monster’s Resistances and Vulnerabilities, if any. See “Playing the Game” for more information.

Immunities

This entry lists the monster’s Immunities, if any. If the monster has damage and condition Immunities, the damage types are listed before the conditions See: “Playing the Game” for details.

Gear

Monsters have proficiency with their equipment. If a monster has equipment that can be given away or retrieved, the items are listed in the Gear entry. The monster’s stat block might include special flourishes that happen when the monster uses an item, and the stat block might ignore the rules in “Equipment” for that item. When used by someone else, a retrievable item uses its “Equipment” rules, ignoring any special flourishes in the stat block.

The Gear entry doesn’t necessarily list all of a monster’s equipment. For example, a monster that wears clothes is assumed to be dressed appropriately, and those clothes aren’t in this entry.

Equipment mentioned outside the Gear entry is considered to be supernatural or highly specialized, and it is unusable when the monster is defeated.

Ammunition and Ranged Attacks

A monster that requires ammunition to make ranged attacks carries the necessary ammunition.

Equipping a Monster with Other Items

You may equip monsters with additional gear however you like, using the items in “Equipment” for inspiration. You decide how much of a monster’s equipment is recoverable after the creature is slain and whether any of that equipment is still usable.

Beware of giving a monster combat-oriented magic items, since those might alter the monster’s Challenge Rating. If you do give a monster a magic item, the monster can have Attunement with magic items as noted in “Equipment”. A monster with a class tag after its creature type is considered a member of that class for Attunement purposes.

Senses

The Senses entry specifies a monster’s Passive Perception score, as well as any special senses the monster possesses. Passive Perception and special senses are described in the “Rules Glossary”.

Languages

This entry lists languages that the monster can use to communicate. Sometimes a monster can understand a language but can’t communicate with it, which is noted in its entry. “None” indicates that a creature doesn’t comprehend any language.

Telepathy

Telepathy is a magical ability that allows a creature to communicate mentally with another creature within a specified range. See the “Rules Glossary” for more information.

Challenge Rating

Challenge Rating is defined in the “Rules Glossary”, while guidance on using CR to pla npotential combat encounters is in the DM’s Toolbox.

Experience Points

The number of Experience Points (XP) a monster is worth is based on its CR, as detailed in the Experience Points by Challenge Rating table. XP is awarded for defeating the monster in combat or otherwise neutralizing it.

Unless a rule says otherwise, a monster summoned by a spell or another magical ability is worth the XP noted in its stat block.

Experience Points by Challenge Rating
CRXPCRXP
00 or 101411,500
1/8251513,000
1/4501615,000
1/21001718,000
12001820,000
24501922,000
37002025,000
41,1002133,000
51,8002241,000
62,3002350,000
72,9002462,000
83,9002575,000
95,0002690,000
105,90027105,000
117,20028120,000
128,40029135,000
1310,00030155,000

Proficiency Bonus

A monster’s Proficiency Bonus (PB) is determined by its CR, as shown in the Proficiency Bonus by Challenge Rating table, and is reflected in saving throws, skills, and other statistics where the monster’s exceptional aptitude is a factor.

Proficiency Bonus by Challenge Rating
CRPB
0 - 4+2
5 - 8+3
9 - 12+4
13 - 16+5
17 - 20+6
21 - 24+7
25 - 28+8
29 - 30+9

Traits

A monster’s traits, if any, are features that are active at all times or in certain situations.

RUNNING A MONSTER

To ensure a monster acts in accordance with its Challenge Rating, follow these rules during combat:

Special Abilities. If the monster has a special ability that deals a lot of damage but has a limited number of uses, such as a recharging breath weapon or a spell it can cast only once per day, have it use that special ability as quickly and as often as possible.

Multiattack. If the monster has Multiattack, have it use Multiattack on any of its turns in which it’s not using one of its more powerful abilities.

Bonus Actions, Reactions, Legendary Actions. If the monster has Bonus Actions, Reactions, or Legendary Actions in its stat block, make sure it uses them as often as it can.

Actions

A monster can take the actions in this section or take one of the actions available to all creatures, as described in “Playing the Game”.

Attack Notation

The entry for a monster’s attack identifies whether the attack is a melee or a ranged attack and then provides the attack roll’s bonus, its reach or range, and what happens on a hit. An attack is against one target unless its entry says otherwise. For details on different kinds of attacks, see “Playing the Game”.

Hit. Any damage dealt or other effects that occur as a result of an attack hitting a target are described after the “Hit:” notation.

Miss. If an attack has an effect that occurs on a miss, that information follows the “Miss:” notation.

Hit or Miss. If an attack has an effect that occurs regardless of whether it hits or misses its target, that information follows the “Hit or Miss:” notation.

Saving Throw Effect Notation

If an effect forces a saving throw, the effect identifies the kind of save required and then provides the save’s DC, a description of which creatures make the save, and an explanation of what happens on a failed or successful save.

“Half damage only” on a successful save means the target takes half as much damage (round down) as targets that fail the save, while also ignoring all other parts of the effect.

Damage Notation

A stat block usually provides both a number and a die expression for each instance of damage. For example, an attack might deal 4 (1d4 + 2) damage on a hit. You decide whether to use the number or the die expression in parentheses; don’t use both.

Multiattack

Some creatures can make more than one attack when they take the Attack action. Such creatures have the Multiattack entry in the “Actions” section of their stat block. This entry details the attacks a creature can make, as well as any additional abilities it can use, as part of the Attack action.

Spellcasting

If a monster can cast any spells, its stat block lists the spells and provides the monster’s spellcasting ability, spell save DC (if any spells require a saving throw), and spell attack bonus (if any spells require an attack roll). Unless noted otherwise, a spell of level 1 or higher is always cast at its lowest possible level and can’t be cast at a higher level.

A monster’s spell can have special rules or restrictions. For example, a Green Hag can cast the Invisibility spell, but the spell has a “self only” restriction, which means the spell affects only the hag.

Spell Components. The Spellcasting trait notes whether the monster’s spellcasting ignores the need for certain spell components. If any spell components are required, describe the monster’s use of Verbal, Somatic, or Material components to signal to characters that it is casting a spell. A monster that requires Material components has them.

Casting Times of 1+ Minutes. If a spell has a casting time of 1 minute or more yet is listed in a spellcasting action, the monster doesn’t cast the spell in just one action unless the action’s description states otherwise; the monster must take the Magic action on each of its turns and maintain Concentration to cast the spell, as described in the “Rules Glossary”.

Bonus Action

If a monster has Bonus Action options, they are listed in this section. See “Playing the Game” for details on Bonus Actions.

Reactions

If the monster has Reaction options, those are listed in this section along with their triggers. See “Playing the Game” for details on Reactions

Legendary Actions

If the monster has Legendary Action options, those are listed in this section. A Legendary Action is an action that a monster can take immediately after another creature’s turn. Only one of these actions can be taken at a time and only after another creature’s turn ends. The monster can’t take a Legendary Action if it has the Incapacitated condition or is otherwise unable to take actions.

The monster has a limited number of Legendary Action uses, and that number is specified in the stat block. The monster expends one use whenever it takes a Legendary Action, and it regains all expended uses at the start of each of its turns.

Limited Usage

Some parts of a stat block have restrictions on the number of times they can be used. Here are the most common ways that usage is limited:

X/Day. This notation means the stat block part can be used a certain number of times (represented by X) and that a monster must finish a Long Rest to regain expended uses. For example, a Reaction that includes “1/Day” means the Reaction can be taken once and that the monster must finish a Long Rest to take it again.

Recharge X–Y. This notation means a monster can use the stat block part once. At the start of each of the monster’s turns, roll 1d6. If the roll is within the number range given in the notation (represented by X–Y), the monster regains the use of that part, which also recharges when the monster finishes a Short or Long Rest. For example, “Recharge 5–6” in an action means a monster can take the action once. Then, at the start of each of the monster’s turns, it regains the use of that action if it rolls a 5 or 6 on 1d6.

Recharge after a Short or Long Rest. This notation means the monster can use the stat block part once and must then finish a Short or Long Rest to use it again.

Monster Conversions

Every monster in the 2014 Monster Manual either appears in this book or has a CR-appropriate replacement. If you’re using material published prior to this book and are unable to locate a stat block herein, consult the Stat Block Conversions table to find the equivalent stat block you should use.

Stat Block Conversions
5e14 Stat Block5e24 Equivalent
AarakocraAarakocra Skirmisher
AcolytePriest Acolyte
Adult Blue DracolichDracolich
AndrosphinxSphinx of Valor
AzerAzer Sentinel
BugbearBugbear Warrior
BullywugBullywug Warrior
CentaurCentaur Trooper
Cult FanaticCultist Fanatic
CyclopsCyclops Sentry
Deep GnomeScout
DrowPriest Acolyte
Drow Elite WarriorGladiator
Drow MageBandit Deceiver
Drow Priestess of LolthFiend Cultist
DuergarSpy
DuodroneModron Duodrone
Faerie Dragon (if green, blue, indigo, or violet)Faerie Dragon Adult
Faerie Dragon (if red, orange, or yellow)Faerie Dragon Youth
Fire SnakeSalamander Fire Snake
Flying SwordAnimated Flying Sword
Gas SporeGas Spore Fungus
Giant Poisonous SnakeGiant Venomous Snake
GnollGnoll Warrior
GoblinGoblin Warrior
Grick AlphaGrick Ancient
GynosphinxSphinx of Lore
Half-Ogre (Ogrillon)Ogrillon Ogre
Half-Red Dragon VeteranHalf-Dragon
HobgoblinHobgoblin Warrior
KoboldKobold Warrior
LizardfolkScout
Lizardfolk ShamanLizardfolk Geomancer
Lizard King/QueenLizardfolk Sovereign
MerfolkMerfolk Skirmisher
MinotaurMinotaur of Baphomet
MonodroneModron Monodrone
OrcTough
Orc Eye of GruumshCultist Fanatic
Orc War ChiefTough Boss
OrogBerserker
PentadroneModron Pentadrone
Poisonous SnakeVenomous Snake
QuadroneModron Quadrone
Quaggoth Spore ServantMyconid Spore Servant
QuipperPiranha
Rug of SmotheringAnimated Rug of Smothering
SahuaginSahuagin Warrior
Sahuagin PriestessSahuagin Priest
ShriekerShrieker Fungus
Swarm of Poisonous SnakesSwarm of Venomous Snakes
Swarm of QuippersSwarm of Piranhas
Thri-kreenThri-kreen Marauder
ThugTough
Tribal WarriorWarrior Infantry
TridroneModron Tridrone
VeteranWarrior Veteran
Young Red Shadow DragonShadow Dragon
Yuan-ti PurebloodYuan-ti Infiltrator

254 System Reference Document 5.2.1
Monsters
Stat Block Overview
A monster has a stat block that contains the rules
necessary to use it in the game. Stat blocks are divided into the following parts:
Name and General Details. The name of the monster is followed by its size, creature type (along
with any descriptive tags), and alignment.
Combat Highlights. Armor Class, Hit Points, Speed,
and Initiative are provided here.
Ability Scores. A monster’s ability scores, ability
modifiers, and saving throws are listed here.
Other Details. The monster’s Senses, Languages,
and CR entries appear here. Additional details appear in some monsters, such as skill proficiencies,
Resistances, Immunities, and Gear. If a monster
lacks those details, entries for them don’t appear.
Traits. Monster characteristics that are active at all
times or during certain situations appear here.
Actions. The monster can take the actions here in
addition to those in “Playing the Game.”
Bonus Actions. This section provides a monster’s
Bonus Actions, if any.
Reactions and Legendary Actions. These sections
provide Reactions and Legendary Actions, if any.
Parts of a Stat Block
The rules for a stat block are detailed in “Rules Glossary” and in this section.
Size
A monster is Tiny, Small, Medium, Large, Huge,
or Gargantuan. If size options are presented, you
choose the creature’s size from those options. See
“Playing the Game” for information on size.
Creature Type
Each monster has a tag that identifies the type of
creature it is. Certain spells, magic items, class features, and other effects in the game interact in special ways with creatures of a particular type.
The game includes the following creature types,
which have no rules of their own:
Aberrations are utterly alien beings, such as aboleths and cloakers.
Beasts are non-Humanoid natural creatures, like
horses and wolves, as well as most giant animals.
Celestials are magical creatures, such as angels and
pegasi, with ties to the Upper Planes.
Constructs are magically created creatures such as
homunculi and shield guardians.
Dragons are scaly beings of ancient origin, such as
red dragons and wyverns.
Elementals are beings from the Elemental Planes,
such as efreet and water elementals.
Fey are creatures tied to the Feywild or the forces
of nature, such as dryads and goblins.
Fiends are creatures tied to terrifying Lower
Planes, such as balors and hell hounds.
Giants are towering beings with humanlike shapes,
like fire giants and trolls.
Humanoids are people defined by their roles and
professions, such as mages, pirates, and warriors.
They include members of varied species.
Monstrosities are unnatural creatures with
strange origins, such as mimics and owlbears.
Oozes are gelatinous creatures, including black
puddings and gelatinous cubes.
Plants are sentient vegetation and fungal monsters,
such as shambling mounds and treants.
Undead are spirits and the reanimated dead, such
as ghosts, vampires, and zombies.
Descriptive Tags
A monster might have one or more tags in parentheses following its type. Such tags provide additional
categorization and have no rules of their own, but
certain game effects might refer to them.
Alignment
The alignment specified in a monster’s stat block is
a default suggestion of how to roleplay the monster,
inspired by its traditional role in the game or realworld folklore. Change a monster’s alignment to
suit your storytelling needs. The Neutral alignment,
in particular, is an invitation for you to consider
whether an individual leans toward one of the other
alignments.
“Character Creation” describes the nine alignments and unaligned creatures.
Armor Class
A monster’s Armor Class (AC) includes its natural
armor, Dexterity, gear, and other defenses. See
“Playing the Game” for information on Armor Class.
Initiative
The Initiative entry specifies the monster’s Initiative modifier followed by the monster’s Initiative
score in parentheses. Use the modifier when you
roll to determine a monster’s Initiative. A monster’s
Initiative modifier is typically equal to its Dexterity
modifier, but some monsters have additional modifiers, such as Proficiency Bonus, applied to that
number.
If you don’t want to roll a monster’s Initiative, use
the Initiative score as the monster’s Initiative in
combat. Initiative is further detailed in “Playing the
Game.”
255 System Reference Document 5.2.1
Running a MonsteR
To ensure a monster acts in accordance with its
Challenge Rating, follow these rules during combat:
Special Abilities. If the monster has a special ability that deals a lot of damage but has a limited
number of uses, such as a recharging breath
weapon or a spell it can cast only once per day,
have it use that special ability as quickly and as
often as possible.
Multiattack. If the monster has Multiattack, have
it use Multiattack on any of its turns in which
it’s not using one of its more powerful abilities.
Bonus Actions, Reactions, Legendary Actions. If
the monster has Bonus Actions, Reactions, or
Legendary Actions in its stat block, make sure it
uses them as often as it can.
Hit Points
A monster’s Hit Points are presented as a number
followed by parentheses, where the monster’s Hit
Point Dice are provided, along with any contribution from its Constitution. Either use the number for
the monster’s Hit Points or roll the die expression in
parentheses to determine the monster’s Hit Points
randomly; don’t use both.
A monster’s size typically determines the die used
to calculate its Hit Points, as shown in the Hit Dice
by Size table.
Hit Dice by Size

Monster Size
Tiny
Small
Medium
Large
Huge
Gargantuan
Hit Die
d4
d6
d8
d10
d12
d20
Average HP per Die





10½

A monster’s Constitution modifier is multiplied by
the number of Hit Dice it possesses, and the result
is added to its Hit Points. For example, if a monster
has a Constitution of 12 (+1 modifier) and 2d8 Hit
Dice, it has 2d8 + 2 Hit Points (average 11).
For more on Hit Points, see “Playing the Game.”
Speed
The Speed entry specifies a monster’s Speed. Some
monsters have one or more of the following speeds:
Burrow, Climb, Fly, Swim. Rules for Speed and these
specials speeds appear in “Rules Glossary.”
Ability Scores
Every monster has six ability scores along with
corresponding ability score modifiers and saving
throw modifiers. For more information on ability
scores and saving throws, see “Playing the Game.”
Skills
The Skills entry specifies a monster’s skill proficiencies, if any. For example, a monster that is very
perceptive and stealthy might have bonuses to Wisdom (Perception) and Dexterity (Stealth) checks. A
skill bonus is the sum of a monster’s relevant ability
modifier and its Proficiency Bonus. Other modifiers
might apply.
Resistances and Vulnerabilities
These entries list a monster’s Resistances and Vulnerabilities, if any. See “Playing the Game” for more
information.
Immunities
This entry lists the monster’s Immunities, if any. If
the monster has damage and condition Immunities,
the damage types are listed before the conditions.
See “Playing the Game” for details.
Gear
Monsters have proficiency with their equipment. If
a monster has equipment that can be given away or
retrieved, the items are listed in the Gear entry. The
monster’s stat block might include special flourishes that happen when the monster uses an item,
and the stat block might ignore the rules in “Equipment” for that item. When used by someone else, a
retrievable item uses its “Equipment” rules, ignoring any special flourishes in the stat block.
The Gear entry doesn’t necessarily list all of a
monster’s equipment. For example, a monster that
wears clothes is assumed to be dressed appropriately, and those clothes aren’t in this entry.
Equipment mentioned outside the Gear entry is
considered to be supernatural or highly specialized,
and it is unusable when the monster is defeated.
Ammunition and Ranged Attacks
A monster that requires ammunition to make
ranged attacks carries the necessary ammunition.
Equipping a Monster with Other Items
You may equip monsters with additional gear however you like, using the items in “Equipment” for
inspiration. You decide how much of a monster’s
equipment is recoverable after the creature is slain
and whether any of that equipment is still usable.
Beware of giving a monster combat-oriented
magic items, since those might alter the monster’s
Challenge Rating. If you do give a monster a magic
item, the monster can have Attunement with magic
items as noted in “Equipment.” A monster with
256 System Reference Document 5.2.1
a class tag after its creature type is considered a
member of that class for Attunement purposes.
Senses
The Senses entry specifies a monster’s Passive
Perception score, as well as any special senses the
monster possesses. Passive Perception and special
senses are described in “Rules Glossary.”
Languages
This entry lists languages that the monster can use
to communicate. Sometimes a monster can understand a language but can’t communicate with it,
which is noted in its entry. “None” indicates that a
creature doesn’t comprehend any language.
Telepathy
Telepathy is a magical ability that allows a creature
to communicate mentally with another creature
within a specified range. See “Rules Glossary” for
more information.
Challenge Rating
Challenge Rating is defined in “Rules Glossary,”
while guidance on using CR to plan potential combat encounters is in “Gameplay Toolbox.”
Experience Points
The number of Experience Points (XP) a monster
is worth is based on its CR, as detailed in the Experience Points by Challenge Rating table. XP is
awarded for defeating the monster in combat or
otherwise neutralizing it.
Unless a rule says otherwise, a monster summoned by a spell or another magical ability is worth
the XP noted in its stat block.
Experience Points by Challenge Rating
CR XP CR XP
0 0 or 10 14 11,500
1/8 25 15 13,000
1/4 50 16 15,000
1/2 100 17 18,000
1 200 18 20,000
2 450 19 22,000
3 700 20 25,000
4 1,100 21 33,000
5 1,800 22 41,000
6 2,300 23 50,000
7 2,900 24 62,000
8 3,900 25 75,000
9 5,000 26 90,000
10 5,900 27 105,000
CR XP CR XP
11 7,200 28 120,000
12 8,400 29 135,000
13 10,000 30 155,000
Proficiency Bonus
A monster’s Proficiency Bonus (PB) is determined
by its CR, as shown in the Proficiency Bonus by
Challenge Rating table, and is reflected in saving
throws, skills, and other statistics where the monster’s exceptional aptitude is a factor.
Proficiency Bonus by Challenge Rating

CR
0–4
5–8
9–12
13–16
PB
+2
+3
+4
+5
CR
17–20
21–24
25–28
29–30
PB
+6
+7
+8
+9

Traits
A monster’s traits, if any, are features that are active at all times or in certain situations.
Actions
A monster can take the actions in this section or
take one of the actions available to all creatures, as
described in “Playing the Game.”
Attack Notation
The entry for a monster’s attack identifies whether
the attack is a melee or a ranged attack and then
provides the attack roll’s bonus, its reach or range,
and what happens on a hit. An attack is against one
target unless its entry says otherwise. For details
on different kinds of attacks, see “Playing the Game”
and “Spells.”
Hit. Any damage dealt or other effects that occur
as a result of an attack hitting a target are described
after the “Hit:” notation.
Miss. If an attack has an effect that occurs on a
miss, that information follows the “Miss:” notation.
Hit or Miss. If an attack has an effect that occurs
regardless of whether it hits or misses its target,
that information follows the “Hit or Miss:” notation.
Saving Throw Effect Notation
If an effect forces a saving throw, the effect identifies the kind of save required and then provides the
save’s DC, a description of which creatures make
the save, and an explanation of what happens on a
failed or successful save.
“Half damage only” on a successful save means
the target takes half as much damage (round down)
as targets that fail the save, while also ignoring all
other parts of the effect.
257 System Reference Document 5.2.1
Damage Notation
A stat block usually provides both a number and a
die expression for each instance of damage. For example, an attack might deal 4 (1d4 + 2) damage on a
hit. You decide whether to use the number or the die
expression in parentheses; don’t use both.
Multiattack
Some creatures can make more than one attack
when they take the Attack action. Such creatures
have the Multiattack entry in the “Actions” section
of their stat block. This entry details the attacks a
creature can make, as well as any additional abilities it can use, as part of the Attack action.
Spellcasting
If a monster can cast any spells, its stat block lists
the spells and provides the monster’s spellcasting
ability, spell save DC (if any spells require a saving
throw), and spell attack bonus (if any spells require
an attack roll). Unless noted otherwise, a spell of
level 1 or higher is always cast at its lowest possible
level and can’t be cast at a higher level.
A monster’s spell can have special rules or restrictions. For example, a green hag can cast the Invisibility spell, but the spell has a “self only” restriction,
which means the spell affects only the hag.
Spell Components. The Spellcasting trait notes
whether the monster’s spellcasting ignores the
need for certain spell components. If any spell components are required, describe the monster’s use of
Verbal, Somatic, or Material components to signal to
characters that it is casting a spell. A monster that
requires Material components has them.
Casting Times of 1+ Minutes. If a spell has a casting time of 1 minute or more yet is listed in a spellcasting action, the monster doesn’t cast the spell in
just one action unless the action’s description states
otherwise; the monster must take the Magic action
on each of its turns and maintain Concentration to
cast the spell, as described in “Rules Glossary.”
Bonus Action
If a monster has Bonus Action options, they are
listed in this section. See “Playing the Game” for details on Bonus Actions.
Reactions
If the monster has Reaction options, those are listed
in this section along with their triggers. See “Playing the Game” for details on Reactions.
Legendary Actions
If the monster has Legendary Action options, those
are listed in this section. A Legendary Action is an
action that a monster can take immediately after
another creature’s turn. Only one of these actions
can be taken at a time and only after another creature’s turn ends. The monster can’t take a Legendary Action if it has the Incapacitated condition or is
otherwise unable to take actions.
The monster has a limited number of Legendary
Action uses, and that number is specified in the
stat block. The monster expends one use whenever
it takes a Legendary Action, and it regains all expended uses at the start of each of its turns.
Limited Usage
Some parts of a stat block have restrictions on the
number of times they can be used. Here are the
most common ways that usage is limited:
X/Day. This notation means the stat block part can
be used a certain number of times (represented
by X) and that a monster must finish a Long Rest
to regain expended uses. For example, a Reaction
that includes “1/Day” means the Reaction can be
taken once and that the monster must finish a
Long Rest to take it again.
Recharge X–Y. This notation means a monster
can use the stat block part once. At the start of
each of the monster’s turns, roll 1d6. If the roll
is within the number range given in the notation
(represented by X–Y), the monster regains the use
of that part, which also recharges when the monster finishes a Short or Long Rest. For example,
“Recharge 5–6” in an action means a monster can
take the action once. Then, at the start of each of
the monster’s turns, it regains the use of that action if it rolls a 5 or 6 on 1d6.
Recharge after a Short or Long Rest. This notation means the monster can use the stat block
part once and must then finish a Short or Long
Rest to use it again.